CRIME FIGHTER - THE ROOK Jon wants to create a hero who’s a vigilante type, someone with no superpowers, but great training and skill, along with various crime-fighting gadgets. The hero is intended for a power level 10 game, with 150 starting power points. Jon starts out with abilities. He wants his hero to be capable both physically and mentally. So he assigns rank 5 to both Agility and Dexterity to make his hero quick, agile, and accurate, and a 5 to Intellect to make him equally quick on the uptake. He puts 3 each into Strength and Stamina making his hero well above average in those abilities, but not quite as much as the others. Similarly, he gives his hero Presence 3 and Awareness 2, both above average, but not his strongest suits. Lastly, since he sees his hero as a real combat expert, Jon gives him Fighting 8. Each ability rank costs 2 power points, so Jon has spent 68 of his 150 points, just over a third. Next, he looks at skills. He wants his hero to be quite skilled and makes a wish list of the skills he wants. He starts out assigning 8 ranks to each of those skills—knowing skills cost 1 power point per 2 ranks—but that would use up more than his remaining points! So he shifts those ranks around, decreasing less important skills—like Sleight of Hand and Treatment—and increasing Ranged Combat to match the hero’s Close Combat bonus. When he’s done, Jon has assigned 58 ranks in skills, quite a respectable amount, and spent 29 points (58 ranks, divided by 2). That leaves him with 53 power points remaining. Fortunately, Jon has decided his hero doesn’t really have any powers, relying on skills, advantages, and equipment. So he turns to his character’s defenses. He buys up his Dodge from 5 (for his Agility) to 14 for 9 points and his Parry from 8 (for his Fighting) to 14 for 6 points. He increases Will from 2 (for his Awareness) to 8 for another 6 points and gives his hero Fortitude 8, adding 5 points to his basic Stamina 3. Jon has spent a total of (9 + 6 + 6 + 5) or 26 points on defenses, about half of what he has left. Now he looks at his hero’s Toughness. Jon can’t increase that directly by spending power points; Toughness can only be improved using advantages and powers, and his hero doesn’t have any powers. His hero has Toughness 3 from his Stamina and his Toughness defense can be up to 6, given his Dodge and Parry of 14. Since Jon doesn’t want his hero to have any powers, he decides it’s time to look at advantages. The Defensive Roll advantage catches Jon’s attention immediately: it grants improved Toughness by using agility to “roll” with attacks. Perfect! He takes 3 ranks of Defensive Roll, giving his hero a total Toughness rank of 6, for 3 points. That brings Jon to equipment. He puts together a list of equipment, including an array of weapons for his hero. The flashlight and tracers are simple, and the Gamemaster approves the weapons, but Jon’s concept for a set of silent glider wings and a cowl that grants his hero various enhanced senses push the equipment envelope a bit too far in the GM’s opinion. He asks Jon to make them devices, taking them as powers with the Removable modifier (see page 201). His 15 points worth of equipment needs 3 ranks of the Equipment advantage, which Jon notes. Looking over the power effects, he puts together the following devices: Cowl: Senses 3 (Extended Vision, Low-Light Vision, Radio), Removable (–1 point) • 2 points Wings of the Rook: Flight 5, Subtle (sound baffling), Wings; Movement 1 (Safe Fall), Removable (–2 points) • 6 points That’s 8 points in powers. Added to the 6 he’s put into advantages thus far, Jon has 13 points left. The rest he wants to put into other advantages. He makes a list of the ones he wants and whittles it down to: Inventor, Jack-of-all-trades, Move-by Action, Power Attack, Quick Draw, and Well-informed. That’s 6 points, leaving another 7. Jon makes his hero a Multi-millionaire to afford all this crime-fighting stuff, that’s 4 ranks of Benefit. He also decides to give him a headquarters, the Roost, worth another 15 equipment points. That brings his Equipment rank up to 6, for the remaining 3 points. Jon notes some Complications he thinks might suit his hero, getting some ideas he can give the GM to earn extra hero points during the game. His hero is motivated by justice above all else, even if it means operating outside of the law. He has a strict personal code of honor, however, and won’t take unfair advantage. He believes right and wrong are not mere abstract concepts. Not everyone agrees with his activities, however, so he keeps his true identity as Jack Cooper, dotcom millionaire, a secret. Jon goes back and adds up his costumed crime fighter’s points, coming up with the starting total of 150, so he presents his new hero, “the Rook,” to the Gamemaster for approval and he’s ready to play! MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 50 CHAPTER 2: SECRET ORIGINS
Hero: ____________________________________ Player: ____________________________ Identity: _______________________________________________ PSecret PPublic Gender: _____________ Age: ________ Height: ____________ Weight: _____________ Eyes: ___________________ Hair: _____________________ Group Affiliation: ________________________________ Base of Operations: ______________________________________ Power Level: ________ Power Point Totals: Abilities _________+ Powers _________+ Advantages _________+ Skills _________+ Defenses _________= ___________ Strength Stamina Fighting Intellect Agility Dexterity Awareness Presence Initiative Offense Dodge (agl) Parry (FGT) Fortitude (STA) Toughness (STA) Will (awe) Defense Complications Advantages Skills Powers & Devices ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ Notes Power points Hero points Gear & Equipment Benefit 4 (Multimillionaire), Defensive Roll 3, Equipment 6, Inventor, Jack-of-alltrades, Move-by Action, Power Attack, Quick Draw, Well-informed Acrobatics 5 (+10), Athletics 5 (+8), Close Combat: Unarmed 7 (+15), Intimidation 6 (+9), Investigation 1 (+6), Perception 6 (+8), Ranged Combat: Throwing 10 (+15), Sleight of Hand 3 (+8), Stealth 8 (+13), Technology 5 (+10), Treatment 1 (+6), Vehicles 1 (+6) 3 3 5 5 8 5 2 3 Motivation--Justice: The Rook is looking to bring justice to those who deserve it—whether it be the victims of a crime or the perpetrators. Honor: The Rook won’t take unfair advantage of anyone in or out of combat. He believes in right and wrong no matter the circumstance. Identity: No one knows the Rook is actually Jack Cooper, and he plans to keep it that way for as long as he can. 14 8 / +5 8 Unarmed +15 Close, Damage 3 Fighting Staff +15 Close, Damage 5, Reach 1 Rook’s Talons +15 Ranged, Damage 5 68 8 19 29 26 150 The Rook Jon Jack Cooper X Male 31 6’0” 195 lbs Blue Brown None Emerald City *Without Defensive Roll. Headquarters-The Roost: Large; Tou 10; Communications, Computer, Concealed, Gym, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop. • 15 points Cowl: Senses 3 (Extended Vision, Low-Light Vision, Radio), Removable (–1 point) • 2 points Wings of the Rook: Flight 5 (60 MPH), Subtle (sound baffling), Wings; Movement 1 (Safe Fall), Removable (–2 points) • 6 points Flashlight: Feature 1 (Illumination) • 1 point Mini-Tracers: Feature 1 (Tracking) • 1 point Arsenal: Array (9 points) • Flash Bombs: Ranged Burst Area Affliction 3 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware) • 9 points • Explosive Talons: Ranged Burst Area Damage 3 • 1 point • Fighting Staff: Strength-based Damage 2, Reach 1 • 1 point • Taser Talons: Ranged Affliction 4 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 1 point • Throwing Talons: Strength-based Ranged Damage 2 • 1 point 63 * 1 0 14 MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 51
THE POWERHOUSE - PRINCESS Julia wants to play a fairly straightforward hero: super-strong and tough, but also a beautiful young woman with an eye for fashion! She draws a sketch of a smiling, slender woman in a pink T-shirt that says “Princess” on it in silver sequins, holding a car over her head! Right off, Julia knows Princess is strong, really strong. So she assigns her Strength 12; higher than PL10, but still not so high that she can’t also have a reasonable close combat bonus. That Strength is enough for Princess to lift a hundred tons! She can heft that car with ease! Julia gives her Stamina 12 to match. Since she sees Princess as graceful, like a gymnast, Julia gives her Agility 5, but she goes with Dexterity 3, since her character isn’t as coordinated (although she’s still above average). Likewise, Julia assigns Princess 2 ranks each in Intellect, Awareness, and Presence; she’s smart, sassy, and determined, but not amazingly so. Julia wants Princess to be a capable close-up fighter, so she gives her Fighting 6. That’s a total of 44 ranks in abilities for 88 power points, leaving 62 remaining. Next up: powers. Julia wants Princess to be fast and tough. She gives her 4 ranks of Speed, allowing her to keep up with a slow-moving car, and assigns her 5 ranks in Immunity (allowing her to ignore cold, disease, heat, pressure, and radiation) along with some Impervious Toughness (8 ranks) and Regeneration (2 ranks). That’s 19 points in powers, 43 remaining. Given her great Strength and Agility, Julia also sees Princess as being able to jump really far, so she gives her 7 ranks in Leaping as well. That’s another 7 points, leaving 36. Julia looks over the advantage list, taking notes as she goes. She likes the idea of Princess being a real toughy: having things like Diehard and Ultimate Toughness, along with Interpose (allowing her to take the hit for a teammate). But she also wants her to be quick and inspirational. She likes Attractive, Extraordinary Effort, Inspire, and Well-informed. That’s seven advantages thus far. She rounds out the list with some combat maneuvers like All-out Attack and Power Attack (since Princess can cut loose if she needs to), Improved Initiative (she’s quick) and another rank of Inspire. That’s another four advantages, for a total of 11 points. Julia asks the Gamemaster about one more advantage: she wants Princess to have a secret identity, but not to have to wear a mask. She and the GM agree that stretches even the normal comic credulity a bit without some sort of explanation. Julia suggests that Princess just has a “quality” about her that keeps people from realizing she and “Jessica Prentiss” are one and the same. The GM agrees, but says that it should be a Feature effect (see page 192) rather than a Benefit advantage in that case. That’s a 1-rank Feature for 1 more power point worth of powers. Julia has 24 points left for Princess’ defenses and skills. She looks at defenses first: Fortitude and Toughness are already maxedout by her Stamina 12, and she notes that. She also sees Princess’ maximum Will defense is now 8 (since Fortitude + Will cannot exceed PLx2, or 20, in this case). Likewise, her Dodge and Parry cannot exceed 8 due to Princess’ Toughness. She decides to go to the limit with all three of them, for a total cost of 11 points, leaving 13 to spend. Lastly, skills: Princess can have a total skill bonus up to +20 (PL10 + 10) but Julia doesn’t imagine any of her skills are going to be that high. She picks out a couple of combat skills: Close Combat: Unarmed to bring Princess’ unarmed attack up to +8, and Ranged Combat so she can pick up and throw things, also at +8. She puts 4 ranks each into Acrobatics and Athletics, and 3 into Stealth. Since a lovely young woman lifting a truck can be pretty impressive, she decides to give Princess 4 ranks of Intimidation, and rounds it out with 6 ranks of Perception. That’s 13 points worth of skills, or 26 ranks total. Looking at Complications, Julia decides Princess has a boyfriend who was present when she gained her powers and therefore knows her secret identity. He’s also the one person able to see through her “guise.” He sometimes tries to help out, but can also get into trouble. Lastly, her heroine is motivated by a desire to help people. Julia shows the character sheet (and her sketch of Princess in costume) to the Gamemaster for approval. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 52 CHAPTER 2: SECRET ORIGINS
Hero: ____________________________________ Player: ____________________________ Identity: _______________________________________________ PSecret PPublic Gender: _____________ Age: ________ Height: ____________ Weight: _____________ Eyes: ___________________ Hair: _____________________ Group Affiliation: ________________________________ Base of Operations: ______________________________________ Power Level: ________ Power Point Totals: Abilities _________+ Powers _________+ Advantages _________+ Skills _________+ Defenses _________= ___________ Strength Stamina Fighting Intellect Agility Dexterity Awareness Presence Initiative Offense Dodge (agl) Parry (FGT) Fortitude (STA) Toughness (STA) Will (awe) Defense Complications Advantages Skills Powers & Devices ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________________________________________________________________ Notes Power points Hero points Gear & Equipment 12 12 5 3 6 2 2 2 All-out Attack, Attractive, Diehard, Extraordinary Effort, Improved Initiative, Inspire 2, Interpose, Power Attack, Ultimate Effort (Toughness checks), Well-informed Acrobatics 4 (+9), Athletics 4 (+16), Close Combat: Unarmed 2 (+8), Intimidation 4 (+6), Perception 6 (+8), Ranged Combat: Throwing 3 (+6), Stealth 3 (+8) Fast: Speed 4 (30 MPH) • 4 points Leaping: Leaping 7 • 7 points Resilient: Immunity 5 (Cold, Disease, Heat, Pressure, Radiation); Impervious Toughness 8; Regeneration 2 • 15 points Unrecognizable: Feature 1 (No one can tell Jessica and Princess are the same person) • 1 point Motivation—Doing Good: Princess aspires to be a genuinely good and helpful person. Identity: Jessica keeps her secret life as Princess a secret. Relationship: Jessica is in a serious, long-term relationship with Mitchell Allen, who’s aware of her dual identity and tries to “help” her however he can. 8 8 12 12 8 +9 Unarmed +8 Close, Damage 12 Thrown Object +6 Ranged, Damage 12 10 88 27 11 13 11 150 Princess Julia Jessica Prentiss X Female 19 5’6” 135 lbs Green Blonde None Emerald City 1 0 MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 53
The MUTANTS & MASTERMINDS Quickstart Character Generator found on the following pages first appeared as a booklet included with the M&M Gamemaster’s Kit. Our goal in creating it was to make it easier for new players and Gamemasters to create characters. It proved very popular and when we had the chance, we offered up the idea of including an updated version of it in the Hero’s Handbook to the fans and their response was a resounding, “Yes!” This updated version of the Quickstart Character Generator includes clearer instructions, some new powers and options for some of the archetypes, and fixes to a couple of the archetypes to make sure they didn’t break any of the rules. NEXT-TO-INSTANT HEROES The character generator allows players to quickly create power level 10 starting characters. Using these tables, new players can start playing their new hero in mere minutes. All they need to do is roll a d20 to find out what Archetype they get, then roll on the tables for that Archetype and write everything down on a character sheet or piece of paper and they’re set! Sure, this method removes a lot of choice from the process, but that speeds up character creation, since the player doesn’t have to make every single decision along the way (or even know the rules!). It can also provide some much-needed inspiration to a player who doesn’t have a strong idea for a new hero. Experienced players may not need to randomly generate characters, but they may still want to. The results from the random tables can be interesting in ways a carefully conceived and planned character is not. Finally, the Gamemaster can use these tables to quickly come up with a villain or NPC hero. Randomly roll a character or pick the Archetype and powers that best fit the needs of the story and within moments the character is ready to go! No matter how Gamemasters and players end up using the Quickstart Character Generator, it should make starting a game easier, faster, and more fun. USING THE QUICKSTART CHARACTER GENERATOR There are a few different ways to use the character generator. Gamemasters and players should agree on the method they’re using before beginning, and work with each other during the process to make sure the end result is agreeable. After all, you’re here to have fun, so your main goal should be to make sure the player ends up with a character they want to play. ROLL ‘EM! The first method is to pull out a d20 and roll on the Random Archetype Table and then roll the die again every time that Archetype’s tables tell you to. Each roll of the die tells you which Abilities, Advantages, Skills, or Powers you get. Sometimes that requires a number of rolls, sometimes just a few. The number of rolls you have to make depends on the Archetype you get. For example, the Battlesuit, Mystic, and Weather Controller all require a fair number of rolls to determine their Powers and Alternate Effects, while the Mimic, Shapeshifter, and Summoner require fewer rolls, because they have only a few powers. PICK AND CHOOSE The second option is to treat the tables as a menu: simply pick the Archetype you want, go to that page and start picking the different packages of Abilities, Advantages, Skills, and Powers you want. Keep in mind, however, there are a lot of options for each Archetype, so this method may take more time as you weigh which options you like best. With this method, you won’t get as many “weird” combinations as a random character (unless you choose them), but the results are fully under your control. A LITTLE OF BOTH Finally, there’s the combination method in which you make some random rolls and choose some options yourself (or choose not to take some random results in favor of QUICKSTART CHARACTER GENERATOR DESCRIPTORS Descriptors like special effects or power sources do a lot to define a hero and his or her powers and appearance. All the Archetypes’ effects include names for their powers, such as the Battlesuit’s “Gravity Drivers,” which allow it to fly, but you’re welcome (encouraged, even!) to change the power’s name to something more to your liking. You may even decide to change your character’s presumed origin entirely. So, Battlesuits are usually hi-tech inventions, but perhaps you want your Battlesuit to be a mystic artifact—one that can fly due to Flight Enchantments or Levitation Gems built into it. Descriptors are a simple way to customize your character and make it unique and interesting compared to all the other heroes out there. Once you have your character and paper, maybe moved some points around, and decided on your descriptors, you’re ready to go! MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 54 CHAPTER 2: SECRET ORIGINS
something else that looks more interesting). This method combines the best of the two options above because it limits your choices, but also allows you to control, to some extent, what you get. Important note: No matter which option you use when creating a character, feel free to alter the results of your rolls to make sure you get a character you find interesting. This is not cheating! Simply because these tables are in this book doesn’t make them “rules” that you have to “follow.” Instead, consider them play aids with guidelines to make it easier to create your character…because that’s exactly what they are. ADDING COMPLICATIONS Every superhero has challenges that make his or her life more…interesting. Just like the characters in the comics, your hero needs at least two Complications; one should be a Motivation and the other (or others) is up to you. Each Archetype lists a number of suggestions appropriate for that Archetype. This is your hero, so take the Complications that make the most sense to you. If none of the suggestions work for you, there are more Complications to choose from in Chapter 2. PULLING IT ALL TOGETHER Once you have your character’s various traits and Complications determined and on paper, you’re ready to play! Your character should be appropriate for a Power Level 10 (PL10) game, so you can start playing right away without changes. It’s possible, however, that you have an advantage that doesn’t mesh correctly with your skills. For example, you might get the Daze (Intimidation), Skill Mastery (Technology), or Assessment advantages, each of which requires a specific skill to work correctly: Intimidation, Technology, and Insight, respectively. If that’s the case, feel free to choose a different advantage, or if you like the effect the advantage gives you, swap one of your skills for the one you need. Instances in which this is a problem should be rare, but they can happen. Another aspect of “pulling it all together” is making sure the character is interesting to you. Do this by customizing your character a bit, if necessary. This is your hero, after all! Gamemaster, you should work with your players to swap around a few points’ worth of Abilities, Advantages, Skills, and/or Powers so they end up with a character more to their liking. Usually, this process is as simple as replacing ranks of one effect for equivalent ranks of another effect, but remember, if you choose to delete a rank or two from Presence and use those points to buy some ranks of Stealth or to increase your Dodge defense, for example, you’ll need to make sure you adjust any skill totals that changed because of the hero’s lowered Presence rank. The Abilities trickiest to change are usually Strength, Stamina, Agility, Dexterity, and Fighting because they’re so closely tied to a character’s total damage, defenses, and combat abilities. If you change those numbers, up or down, make sure the character isn’t breaking any PL limits or in danger of being too weak for the game. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 55
A CATALOG OF IDEAS: POWERS & ALTERNATE POWERS Once you’re playing the game, have a little experience using Hero Points, and even accumulated a few Power Points to spend to improve your hero, the character generator is an excellent place to look for inspiration when it’s time to come up with just the right Alternate Effect. Whether you need an Alternate Effect when you’re in a pinch during a game (by spending those Hero Points!) or between sessions when it’s time to make permanent changes and additions to your hero (by spending Power Points), this booklet is filled with hundreds of sample powers that should be easy to use as-is or modify slightly to make them work for your hero. Take advantage of that when you’re looking for inspiration! GETTING STARTED Roll 1d20 once and consult the Random Archetype Table, then go to the page listed for that Archetype and follow the instructions given there. Now that you have your archetype, go to the page indicated and you can start randomly generating your character or choosing what you want. No matter what, your character will have attacks, defenses, skills and other abilities appropriate for a Power Level 10 character. RANDOM VS. RANDOM The MUTANTS & MASTERMINDS Quickstart Character Generator is random, but it’s not 100% random. It was built to create a character that fits within the concept of one of 20 different super-heroic archetypes—and it does that really well!—but, it doesn’t give you a completely random character that combines a bunch of disparate powers at wildly differing ranks that you then have to make work as a character. The goal for this character generator is to get new players playing a hero of their very own as quickly as possible—and not just playing, but playing a hero who is effective in a game with which they may be completely unfamiliar. Plus, by using Archetypes often seen in comics as the starting point, all the heroes should be easily identifiable to anyone with even a passing knowledge of comic characters. THE NEXT STEP: POWER PROFILES If creating a character with the Quickstart Character Generator gets you interested in writing up a completely new character from scratch, a good place to go for inspiration on how to create powers is the Power Profiles. Each entry covers a type of power, like Fire, Gravity, Darkness, Armor, or Mental powers. The profiles include information on common descriptors for the power you’re interested in as well as new features, example powers, and typical complications for someone possessing such powers. Players taking their first stab at creating a new character will likely find the Powers section most useful because it provides examples of offensive, defensive, movement, and utility powers. There’s a brief explanation of each sample power along with its M&M write-up using the game’s effects. The write-ups even include its power point cost per rank, so you don’t have to figure it out. You can get individual Power Profile PDFs, or the collected book at http://www.greenronin.com/store/category/powerprofiles.html d20 Archetype Page 1 Battlesuit 57 2 Construct 58 3 Crime Fighter 60 4 Elemental 63 5 Energy Controller 66 6 Gadgeteer 69 7 Martial Artist 72 8 Mimic* 74 9 Mystic 76 10 Paragon 78 d20 Archetype Page 11 Powerhouse 80 12 Psychic 82 13 Shapeshifter* 85 14 Speedster 87 15 Summoner* 89 16 Supernatural Creature 92 17 Totem 95 18 Warrior 98 19 Weapon Master 100 20 Weather Controller 104 RANDOM ARCHETYPE TABLE *These Archetypes include the Variable power or require some knowledge of the rules to run effectively. If you’re a new player, you may want to re-roll or pick a different Archetype if your result seems too complicated. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 56 CHAPTER 2: SECRET ORIGINS
BATTLESUIT Battlesuits typically fall into one of three categories: they’re either ranged combatants, melee powerhouses, or a mix of the two. No matter what role the Battlesuit fills, the person inside the armor tends to be a fairly normal person, possibly highly trained or highly intelligent, who relies on the armor to provide his or her powers. ABILITIES Roll 1d20 once and record the result. 1-12 Genius: You’re incredibly intelligent and likely had a hand in creating your battlesuit. 13-18 Military: You were trained by the military as a soldier or scientist and may have received or stolen your battlesuit from them. 19-20 Accidental: You chanced upon your armor somehow, either the armor’s creation was a onetime fluke, it was found by you, or it was given to you by an organization or aliens. ABILITIES - GENIUS STRENGTH AGILITY FIGHTING AWARENESS 0122 STAMINA DEXTERITY INTELLECT PRESENCE 1282 ABILITIES - MILITARY STRENGTH AGILITY FIGHTING AWARENESS 3132 STAMINA DEXTERITY INTELLECT PRESENCE 3222 ABILITIES - ACCIDENTAL STRENGTH AGILITY FIGHTING AWARENESS 2323 STAMINA DEXTERITY INTELLECT PRESENCE 1232 ADVANTAGES Roll 1d20 twice (re-roll if you get the same result twice) and record the results. 1-4 Combatant: You have natural talent or you’ve been trained in combat, both in armor and out. 5-8 Inventor: You know your way around technology, have a headquarters, and can build gadgets given time. 9-12 Lucky: Things are easy for you. 13-16 Scientist: You work as a scientist and/or have natural talent in that area. 17-20 Wealthy: Whether you inherited or earned it, you’re a part of the upper-crust of society. ADVANTAGES - COMBATANT Accurate Attack, All-out Attack, Improved Initiative, Interpose, Move-by Action ADVANTAGES - INVENTOR Eidetic Memory, Improvised Tools, Inventor, Ultimate Effort (Technology), Well-informed ADVANTAGES - LUCKY Beginner’s Luck, Luck 2, Redirect, Teamwork ADVANTAGES - SCIENTIST Equipment 3 (Headquarters), Skill Mastery (Expertise: Science), Skill Mastery (Technology) Headquarters—Size: Large, Toughness: 10; Features: Communications, Computer, Fire Prevention System, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop • 15 points) ADVANTAGES - WEALTHY Attractive, Benefit 4 (Multi-millionaire) SKILLS Roll 1d20 twice (do not re-roll if you get the same result twice) and record the results. 1-4 People Person: You’re good with people and in business. 5-16 Sciences: You’re well educated. 17-20 Student: You’re young, but you still know a thing or two. SKILLS - PEOPLE PERSON Expertise: Business 4, Insight 4, Perception 4, Persuasion 4 SKILLS - SCIENCES Expertise: Science 6, Perception 4, Technology 6 SKILLS - STUDENT Expertise: Science 4, Perception 4, Persuasion 4, Technology 4 POWERS OFFENSIVE POWERS Weapon Array (24 points plus 4 points of Alternate Effects), Removable (-6 points) • Plasma Blast: Ranged Damage 10, Accurate 4 • 24 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 57
Take the Weapon Array and the Plasma Blast (above), plus roll 1d20 four times on the table below (re-roll if you get the same result twice) and add them to the Weapon Array as Alternate Effects. 1-2 • Electrified Shell: Reaction Damage 6 • 1 point 3-4 • Electro-Stunner: Ranged Affliction 10 (Resisted by Dodge and Overcome by Fortitude; Dazed, Stunned, Incapacitated), Accurate 4 • 1 point 5-7 • Plasma Bolts: Ranged Multiattack Damage 6, Accurate 6 • 1 point 8-9 • Force Capsule: Ranged Affliction 10 (Resisted by Dodge and Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited Degree, Accurate 4 • 1 point 10-12 • Micro Rockets: Ranged Burst Area Damage 8 • 1 point 13-15 • Omni-Blaster: Cone Area Damage 10, Penetrating 4 • 1 point 16-18 • Strength and Accuracy Booster: Enhanced Strength 8; Enhanced Trait 6 (Close Attack 6) • 1 point 19-20 • Tractor/Presser Beam: Move Object 10, Accurate 4 • 1 point DEFENSIVE POWERS Ability Amplifier: Enhanced Defenses 16 (Dodge 4, Fortitude 4, Parry 4, Will 4), Removable (-3 points) • 13 points Armored Shell: Impervious Protection 8, Removable (-3 points) • 13 points Sealed Systems: Immunity 10 (Life Support), Removable (-2 points) • 8 points MOVEMENT POWERS Roll 1d20 once and record the result. 1-7 Gravity Drivers: Flight 7 (250 MPH), Removable (-3 points) • 11 points • Space Flight: Movement 2 (Environment Adaptation—Zero-G , Space Travel 1) • 1 point 8-10 Locomotion Systems: Speed 7 (250 MPH); Leaping 4 (120 feet); Movement 2 (Choose two: Safe Fall, Swinging, Wall-crawling 1, a second rank of Wall-crawling), Removable (-3 points) • 12 points 11-17 Rocket Turbines: Flight 7 (250 MPH), Removable (-3 points) • 11 points • Aquatic Turbines: Swimming 8 (120 MPH); Movement 1 (Environment Adaptation—Aquatic) • 1 point 18-20 Teleport-Tech: Teleport 3 (250 feet), Easy, Extended (8 miles), Change Direction, Change Velocity, Turnabout, Removable (-3 points) • 12 points UTILITY POWERS Communication Systems: Radio Communication 2, Removable (-2 points) • 6 points Sensors: Senses 2 (Extended Vision, Infravision), Removable (-0 points) • 2 points DEFENSES DODGE PARRY FORTITUDE TOUGHNESS WILL +4 +2 +2 +0 +4 POWER POINTS ABILITIES 36 SKILLS 16 POWERS 76 DEFENSES 12 ADVANTAGES 10 TOTAL 150 COMPLICATIONS • Identity: The Battlesuit often has a secret identity he or she tries to protect. • Motivation—Responsibility: Whether an inventor of military weapons, a trained soldier, or a random person to whom a Battlesuit was given, this archetype often feels he or she has a responsibility to use the battlesuit to help others or to make up for past shortcomings. • Relationship: The Battlesuit is often surrounded by friends or loved ones that often become entangled in plots from which only the Battlesuit can save them. • Weakness: Some Battlesuits, especially prototypes or of alien origin, often suffer additional damage from electrical or magnetic attacks (or whatever else seems appropriate for your particular concept). CONSTRUCT Constructs cover a broad range of character types, from robots to golems or animated statues to undead. Really, this includes anything that moves, but doesn’t have a physical or mental makeup quite like a human’s. Constructs tend to be physically powerful, resilient, and often have some sort of ranged attack that’s either a weapon or innate ability granted by their inhuman form. Most Constructs are solid, but it’s possible to have a Construct made of fire, water, or just about anything else. ABILITIES Roll 1d20 once and record the result. 1-4 Golem: You were literally assembled in some way. You’re a golem, living statue, some sort of elemental creature, or a human who’s been transformed into a “non-living” but animate form. 5-12 Technological: You’re a robot, android, or some other sort of technological construct. 13-20 Undead: You died, but you’ve been brought back to (some semblance of) life as a zombie, ghost, revenant, or another form of undead. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 58 CHAPTER 2: SECRET ORIGINS
ABILITIES - GOLEM STRENGTH AGILITY FIGHTING AWARENESS 8064 STAMINA DEXTERITY INTELLECT PRESENCE - 004 ABILITIES - TECHNOLOGICAL STRENGTH AGILITY FIGHTING AWARENESS 8061 STAMINA DEXTERITY INTELLECT PRESENCE -241 ABILITIES - UNDEAD STRENGTH AGILITY FIGHTING AWARENESS 6262 STAMINA DEXTERITY INTELLECT PRESENCE -312 ADVANTAGES Roll 1d20 once and record the result. 1-10 Brawler: You know how to use your strength to your advantage. 11-15 Dabbler: You have some magical or technological knowledge and can create useful devices or artifacts. 16-20 Perfect Recall: You have an uncanny memory. ADVANTAGES - BRAWLER Improved Grab, Choose One: Power Attack or Accurate Attack ADVANTAGES - DABBLER Choose one set: Artificer, Skill Mastery (Expertise: Magic); or, Inventor, Skill Mastery (Technology) ADVANTAGES - PERFECT RECALL Eidetic Memory, Well-informed SKILLS Roll 1d20 twice (do not re-roll if you get the same result twice) and record the results. 1-5 Brute: You’re big and intimidating. 6-10 Expert: You know a lot about magic or technology. 11-15 Seeker: You’re looking for clues to your origin or past. 16-20 Sneak: You’re stealthy. SKILLS - BRUTE Athletics 6, Intimidation 6 SKILLS - EXPERT Perception 4, Choose One: Expertise: Magic 8 or Technology 8 SKILLS - SEEKER Investigation 5, Perception 3, Persuasion 4 SKILLS - SNEAK Deception 6, Stealth 6 POWERS Find the entry below for the type of Construct that matches what you rolled for your Abilities. PRIMARY POWERS - GOLEM Roll 1d20 once and record the result. 1-5 Blast: Ranged Damage 8, Accurate 6 • 22 points 6-10 Elemental Body: Enhanced Advantages 6 (Close Attack 6); plus roll 1d20 once: 1-5 Damaging Aura: Reaction Damage 6 • 22 points 6-10 Gaseous Form: Flight 3 (16 MPH); Insubstantial 2 (Gaseous) • 22 points 11-15 Liquid Form: Concealment 10 (All Senses; Limited—In Liquid, Passive); Insubstantial 1 (Liquid); Swimming 6 (30 MPH) • 22 points 16-20 Particulate Form: Elongation 2 (30 feet); Insubstantial 2 (Particulate); Movement 2 (Permeate 2) • 22 points 11-20 Unstoppable: Enhanced Strength 4; Enhanced Trait 2 (Close Attack 2); Immortality 5; Regeneration 2 • 22 points PRIMARY POWERS - TECHNOLOGICAL Roll 1d20 once and record the result. 1-4 Blast: Ranged Damage 9, Accurate 4 • 22 points 5-8 Retractable Claws and Combat Computer: Strengthbased Damage 2, Penetrating 6; Enhanced Traits 14 (All-out Attack, Close Attack 4, Diehard, Evasion, Fast Grab, Improved Critical (Claws), Improved Initiative 2, Precise Attack (Close; Concealment), Takedown, Uncanny Dodge) • 22 points 9-12 Jetpack and Blaster Rifle: Flight 5 (60 MPH) Removable (-2 points); Ranged Damage 10, Accurate 4, Easily Removable (-10 points) • 22 points 13-16 Juggernaut: Enhanced Strength 4; Enhanced Trait 2 (Close Attack 2); Immortality 5; Leaping 2 (30 feet) • 22 points 17-20 Repeater: Ranged Mutliattack Damage 6, Accurate 4 • 22 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 59
PRIMARY POWERS - UNDEAD Roll 1d20 once and record the result. 1-7 Bestial: Enhanced Traits 16 (Close Attack 8, Diehard, Evasion, Improved Critical (Unarmed), Improved Initiative 2, Takedown, Uncanny Dodge); Leaping 2 (30 feet); Movement 1 (Wall-crawling); Senses 2 (Darkvision) • 22 points 8-14 Unholy Strength and Vitality: Enhanced Strength 3; Enhanced Trait 5 (Close Attack 5); Leaping 3 (60 feet); Regeneration 5; Speed 3 (16 MPH) • 22 points 15-20 Wraith: Flight 1 (4 MPH); Insubstantial 4, Concentration, Distracting; Strength-based Damage 2; Enhanced Advantages 6 (Close Attack 6) • 22 points DEFENSIVE POWERS Damage Resistance: Impervious Protection 8 • 16 points Unliving: Immunity 38 (Aging, Critical Hits, Fortitude effects, Sensory Affliction effects) • 38 points Roll 1d20 once and record the result. 1-6 Fast and Tough: Enhanced Defenses 12 (Dodge 8, Parry 4); Impervious Protection 2 • 16 points 7-13 Unnatural Speed: Enhanced Defenses 16 (Dodge 10, Parry 6) • 16 points 14-20 Unnatural Toughness: Enhanced Defenses 8 (Dodge 6, Parry 2); Impervious Protection 4 • 16 points SECONDARY DEFENSIVE POWERS Roll 1d20 once and record the result. 1-12 Inhuman Brain: Immunity 10 (Mental effects) • 10 points 13-20 Almost Human: Enhanced Defenses 5 (Will 5); Immunity 5 (Emotion effects) • 10 points DEFENSES DODGE PARRY FORTITUDE TOUGHNESS WILL +0 +0 +0 +0 +0 POWER POINTS ABILITIES 34 SKILLS 12 POWERS 102 DEFENSES 0 ADVANTAGES 2 TOTAL 150 COMPLICATIONS • Motivation—Acceptance: The Construct often feels like an outsider, either because it’s not human and wants to be, or used to be human and wants to be again. Regardless, the Construct is a hero because it wants to be accepted by the rest of humanity. • Motivation—Doing Good: An artificial intelligence or magically created Construct may have been created to “do good” and pursues that goal to the best of its ability. • Motivation—Justice: A revenant or ghost-possessed Construct may recall enough of its former life to be on the prowl for revenge against the specific people that killed it, or against all members of groups with similar motivations. • Motivation—Responsibility: The Construct may feel that its powers and abilities were given to it for a reason, so it has a responsibility to help however it can. • Enemy: The Construct could be a rogue android, golem, or summoned elemental hunted by its creator(s) or another person or group who believes the Construct is evil for some reason. • Prejudice: Constructs often appear inhuman, which causes others to react poorly to it. • Weakness: The Construct suffers additional damage or effect from some form of attack; robots may take extra damage from electrical or magnetic attacks, ghosts or magical creatures from magical or holy attacks, and all Constructs may have a weakness to being mind controlled by appropriate outside sources. CRIME FIGHTER Crime Fighters are normal men or women who’ve trained for years to become physically and mentally prepared to be heroes. They tend to have a couple of different areas of expertise in addition to equipment or gadgets with which they pursue their goals. Because they tend to not be as physically powerful as other types of heroes, they always look for other means to defeat their foes, such as through intimidation, psychology, or trickery. ABILITIES Roll 1d20 once and record the result. 1-8 Dark Avenger: Your life changed in a single, horrifying moment. Since then you’ve trained your body and mind to become an instrument of vengeance. 9-15 Detective: Physically you’re a match for most men, but mentally you’re a giant, able to ferret out clues and interpret their meaning faster than a team of other detectives. 16-20 Inventor: You fight crime using gadgets that you’ve created or modified. ABILITIES - DARK AVENGER STRENGTH AGILITY FIGHTING AWARENESS 3582 STAMINA DEXTERITY INTELLECT PRESENCE 4543 MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 60 CHAPTER 2: SECRET ORIGINS
ABILITIES - DETECTIVE STRENGTH AGILITY FIGHTING AWARENESS 3484 STAMINA DEXTERITY INTELLECT PRESENCE 4452 ABILITIES - INVENTOR STRENGTH AGILITY FIGHTING AWARENESS 3582 STAMINA DEXTERITY INTELLECT PRESENCE 3571 ADVANTAGES Close Attack 2, Defensive Roll 2, Improved Initiative, Jack-ofall-trades, Power Attack, Ranged Attack 7, Well-informed. Take the advantages listed above, then roll on the Background Advantages, Mental Advantages, and Physical Advantages tables below. BACKGROUND ADVANTAGES Roll 1d20 once and record the result. If you rolled the Dark Avenger for your Abilities, take Incredible Presence instead of rolling on this table. 1-8 Incredible Presence: You are physically impressive or otherwise intimidating. You also a natural leader. 9-15 Wealthy Socialite: You are wealthy and know a lot of people. 16-20 World Traveler: You have traveled the world, met people everywhere, and learned a number of languages. ADVANTAGES - INCREDIBLE PRESENCE Daze (Intimidation), Skill Mastery (Intimidation), Startle, Leadership ADVANTAGES - WEALTHY SOCIALITE Benefit 3 (Millionaire), Connected ADVANTAGES - WORLD TRAVELER Languages 3 (choose four), Contacts MENTAL ADVANTAGES Roll 1d20 twice (re-roll if you get the same result twice) and record the results. If you rolled the Detective for your Abilities, take Sleuth and only roll once, re-roll if you get Sleuth again. If you rolled Inventor for your Abilities, take Scientist and only roll once, re-roll if you get Scientist again. 1-10 Criminologist: You study your enemies and know how they think and behave. 11-15 Scientist: You are a trained scientist and capable of inventing gadgets of your own. 16-20 Sleuth: You’re a student of observation. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 61
ADVANTAGES - CRIMINOLOGIST Assessment, Skill Mastery (Expertise: Streetwise) ADVANTAGES - SCIENTIST Inventor, Skill Mastery (Technology) ADVANTAGES - SLEUTH Skill Mastery (Investigation), Tracking PHYSICAL ADVANTAGES Roll 1d20 once and record the result. 1-10 Acrobat: You’re a trained acrobat, capable of incredible feats of agility. 11-15 Martial Artist: You’re a trained fighter. 16-20 Thief: You’re a trained thief, able to disappear with a moment’s notice. ADVANTAGES - ACROBAT Evasion, Instant Up ADVANTAGES - MARTIAL ARTIST Defensive Attack, Uncanny Dodge ADVANTAGES - THIEF Hide in Plain Sight, Skill Mastery (Stealth) SKILLS Close Combat: Unarmed 6 Take the skill listed above, then if you rolled Dark Avenger for your Abilities, take Avenger and roll once, re-roll if you get Avenger again. If you rolled the Detective for your Abilities, take Investigator and roll once, re-roll if you get Investigator again. If you rolled Inventor for your Abilities, take Expert and roll once, re-roll if you get Expert again. 1-4 Athlete: You’re physically capable and impressive. 5-8 Avenger: You’ve trained yourself in a number of useful skills. 9-12 Expert: You know a lot about some subjects. 13-16 Investigator: You’ve studied investigation and other forms of observation. 17-20 Sneak: You’re stealthy. SKILLS - ATHLETE Acrobatics 6, Athletics 8, Intimidation 6 SKILLS - AVENGER Expertise: Streetwise 6, Intimidation 8, Vehicles 6 SKILLS - EXPERT Perception 6, Technology 8, Treatment 6 SKILLS - INVESTIGATOR Expertise: Streetwise 4, Insight 5, Investigation 6, Perception 5 SKILLS - SNEAK Deception 6, Sleight of Hand 6, Stealth 8 POWERS/EQUIPMENT Roll 1d20 once and record the result. If you rolled the Inventor set of Abilities, take Gadgets instead of rolling. 1-4 CONTEMPORARY WEAPONS AND EQUIPMENT Advantage: Equipment 10 (Equipment listed immediately below) Smartphone • 2 points Headquarters—Size: Medium, Toughness: 8; Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System • 10 points Motorcycle: Medium; Str 1; Speed 6; Defense 10; Toughness 8 • 10 points Knife: Strength-based Damage 1, Improved Critical • 2 points Customized Heavy Pistol with Laser Sight: Ranged Damage 4, Accurate 2 • 10 points Customized Assault Rifle: Ranged Multiattack Damage 5, Accurate • 16 points 5-10 GADGETS Advantage: Equipment 3 (Headquarters) Headquarters—Size: Large, Toughness: 10; Features: Communications, Computer, Concealed, Fire Prevention System, Gym, Infirmary, Laboratory, Living Space, Power System, Security System, Workshop • 15 points Roll 1d20 once and record the result. 1-5 Combat Suit: Enhanced Strength 1; Leaping 1 (15 feet); Movement 2 (Wall-crawling 2); Protection 1; Senses 1 (Infravision); Removable (-2 points) • 7 points 6-10 Flight Suit: Flight 5 (60 MPH), Wings; Senses 1 (Ultravision); Strength-based Damage 1, Movement 1 (Wall-crawling 1); Removable (-2 points) • 7 points 11-15 Gimmick Gadgets: Ranged Damage 5, Accurate, AE: Ranged Cloud Area Affliction 3 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated), AE: Movement 2 (Safe Fall, Swinging); Easily Removable (-6 points) • 7 points 16-20 Stealth Suit: Concealment 4 (All Visual), Passive; Ranged Affliction 6 (Resisted and Overcome by Fortitude; Vulnerable, Defenseless), Limited Degree, Unreliable—5 shots; Movement 1 (Wall-crawling 1); Removable (-2 points) • 7 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 62 CHAPTER 2: SECRET ORIGINS
11-20 HIGHTECH GEAR Advantage: Equipment 10 (Equipment listed immediately below) Smartphone, Restraints, Flashlight, Multi-tool, Rebreather • 6 points Headquarters—Size: Huge, Toughness: 10; Features: Communications, Computer, Concealed, Garage, Gym, Laboratory, Living Space, Power System, Security System, Workshop • 15 points Motorcycle: Medium; Str 1; Speed 6; Defense 10; Toughness 8 • 10 points Swingline: Movement 1 (Swinging) • 2 points Utility Belt • 17 points • Bolos: Ranged Cumulative Affliction 4 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Limited Degree • 12 points • Boomerangs: Strength-based Ranged Damage 1, Accurate 2 • 1 point • Explosives: Ranged Burst Area Damage 4 • 1 point • Power-Knuckles: Strength-based Damage 3, Improved Critical, Inaccurate • 1 point • Taser: Ranged Cumulative Affliction 4 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) • 1 point • Tear-Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted and Overcome by Fortitude; Dazed and Visually Impaired, Stunned and Visually Disabled), Extra Condition, Limited Degree • 1 point DEFENSES DODGE PARRY FORTITUDE TOUGHNESS WILL +7 +5 +4 +0 +8 POWER POINTS ABILITIES 68 SKILLS 23 POWERS 7/0* DEFENSES 24 ADVANTAGES 28/35* TOTAL 150 *If you rolled Gadgeteer on the Powers/Equipment table, then you have Powers 7 and Advantages 28, otherwise you have Powers 0 and Advantages 35. COMPLICATIONS • Motivation—Patriotism: You strongly believe in the ideals your country was founded on and fight to uphold them... especially from those who would twist them to their own purposes. Patriotic Crime Fighters often have a military background, but they don’t have to. • Motivation—Doing Good: Crime Fighters with this motivation are usually trying to live up to an example set by someone else, possibly the previous wearer of the mantle this hero has taken up. • Motivation—Justice: You’re on a quest to bring justice to the world, possibly to make up for a past failure. This motivation is especially appropriate for the Dark Avenger. • Motivation—Thrills: You don’t have any powers, per se, but why should that stop you from having fun? • Enemy: The Crime Fighter usually has at least one villain central to his or her existence who plagues the hero consistently. ELEMENTAL The Elemental is a being composed of a pure element, usually one of the classical four elements of earth, air, fire, or water. They have powers reflecting their elemental composition, as well as control and mastery over that element. ABILITIES Roll 1d20 once and record the result. 1-10 Embodiment: You are a sentient incarnation of an elemental force. 11-20 Transformed: You are a human whose body has been transformed into something other than flesh and blood. ABILITIES - EMBODIMENT STRENGTH AGILITY FIGHTING AWARENESS 1 143 STAMINA DEXTERITY INTELLECT PRESENCE 2201 ABILITIES - TRANSFORMED STRENGTH AGILITY FIGHTING AWARENESS 2242 STAMINA DEXTERITY INTELLECT PRESENCE 2110 ADVANTAGES Choose One: Power Attack or Accurate Attack Take the advantages listed above, then roll 1d20 once and record the result. 1-8 Imposing: Your form is fearsome and impressive. 9-12 Overseer: You tend to take a guiding role. 13-20 Unobtrusive: You blend into the background and stay out of the way. ADVANTAGES - IMPOSING Daze (Choose One: Deception or Intimidation) Choose One: Startle or Taunt MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 63
ADVANTAGES - OVERSEER Contacts, Leadership ADVANTAGES - UNOBTRUSIVE Favored Environment (Choose One), Choose One: Evasion or Improved Initiative SKILLS Ranged Combat: (Element) Control 6 Choose One: Acrobatics 4, or Athletics 4, or Close Combat: Unarmed 4 Choose One: Deception 6 or Intimidation 6 Take the skills listed above, then roll 1d20 once and record the result. If you rolled Embodiment for Abilities, take Native instead of rolling on this table. 1-5 Native: You are well versed in or have researched the properties of your element. 6-10 Pilot/Driver: You are proficient in the care and use of planes or cars. 11-15 Scientist: You are knowledgeable in the sciences. 16-20 Soldier: You are a former military man. SKILLS - NATIVE Expertise: Elements 8, Perception 4 SKILLS - PILOT/DRIVER Expertise: Repair 4, Vehicles 8 SKILLS - SCIENTIST Expertise: Science 8, Technology 4 SKILLS - SOLDIER Athletics 4, Expertise: Military 8 POWERS Elemental Constitution: Immunity 12 (Critical Hits, Life Support) • 12 points ELEMENTAL TYPE Roll 1d20 once and record the result. 1-5 Air Elemental: You have a body formed from air or are a wind entity. Possibly, you may inhabit an android host body in order to interact with the world. 6-10 Earth Elemental: You are formed of earth, clay, sand, or rock; alternatively, you might even be a sentient, humanoid plant elemental. 11-15 Fire Elemental: You are made of living fire, held together by sheer willpower or a containment suit. 16-20 Water Elemental: You are comprised of water in one of its forms: liquid, ice, or vapor. AIR ELEMENTAL PRIMARY POWERS Roll 1d20 once and record the result. 1-5 Android Host: Enhanced Strength 6, Reduced Stamina 7 (Stamina —); Enhanced Defenses 8 (Dodge 4, Parry 4); Immunity 20 (upgrades Life Support to all Fortitude effects); Protection 8 • 34 points 6-20 Gaseous Form: Visual Concealment 4, Partial; Enhanced Advantages 2 (Defensive Roll 2); Enhanced Defenses 18 (Dodge 9, Parry 9); Insubstantial 2, Permanent • 34 points Flight: Flight 7 (250 MPH) • 14 points OFFENSIVE POWERS Air Control: Array (24 points plus 2 Alternate Effects) • Air Blast: Ranged Damage 12 • 24 points Take the Air Control Array and Air Blast (above) and roll 1d20 twice (re-roll if you get the same result twice) and add them to the Air Control array as Alternate Effects. 1-3 • Fog: Environment 12 (Visibility -5; 8 mile radius) • 1 point 4-6 • Suffocation: Progressive Ranged Affliction 6 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) • 1 point 7-10 • Tornado: Cylinder Area Move Object 8, Concentration Duration, Damaging • 1 point 11-13 • Wind Binding: Ranged Affliction 12 (Resisted by Dodge, Overcome by Strength; Hindered and Vulnerable, Immobile and Defenseless), Extra Condition, Limited Degree • 1 point 14-17 • Wind Control: Move Object 12 • 1 point 18-20 • Wind Screen: Deflect 12, Cylinder Area (×2), Limited to Attacks Targeting Dodge • 1 point EARTH ELEMENTAL PRIMARY POWERS I Earthen Body: Enhanced Strength 8; Impervious Protection 8 • 32 points Reconstitution: Regeneration 10, Source (Element) • 5 points PRIMARY POWERS II Roll 1d20 once and record the result. 1-4 Clay Form: Elongation 4; Insubstantial 1; Morph 4 (Any Form); Movement3 (Slithering, Sure-Footed, Wall-crawling); Speed 2 • 37 points 5-10 Earth Form: Burrowing 6 (4 MPH); Movement 2 (Permeate (Earth), Sure-Footed); Senses 1 (Ranged Touch); Visual Concealment 4, Limited to earthen surroundings • 15 points Earth Control: Perception Ranged Move Object 10, Limited to Earthen Materials • 20 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 64 CHAPTER 2: SECRET ORIGINS
5-10 • Earth Blast: Ranged Damage 10 • 1 point • Earthen Snare: Cumulative Affliction 10 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Immobile and Defenseless), Extra Condition, Limited to Two Degrees • 1 point 11-14 Particulate Form: Elongation 7; Insubstantial 2; Movement 2 (Slithering, Sure-Footed); Speed 2; Visual Concealment 4, Partial • 23 points Sandstorm: Environment 5 (Visibility -5; 500 feet radius) • 10 points 15-17 Plant Form: Visual Concealment 4, Limited: in vegetation; Immunity 2 (Plant Powers); Teleport 7, Medium (Plants) • 13 points Plant Control: Array (20 points + four Alternate Effects) • Plant Toxin: Cumulative Affliction 10 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) 20 points Take the Plant Control array and Plant Toxin (above) and roll 1d20 four times (re-roll if you get the same result) and add them to the array as Alternate Effects. 1-4 • Animate Tree: Summon 10, Controlled, Limited to Size and Availability of tree • 1 point 5-8 • Entanglement: Burst Area Cumulative Affliction 10 (Resisted by Dodge, Overcome by Damge; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited to Two Degrees, Limited: Requires Ambient Plant-life • 1 point 9-12 • Plant Perception: Remote Sensing 5 (All Senses), Medium (Plants) • 1 point 13-16 • Wood Objects: Create 7, Innate, Movable • 1 point 17-20 • Transmit: Teleport 10, Extended, Medium (Plants) • 1 point 18-20 Rock Form: Reaction Damage 7 (to being hit), Limited to effect rank or Damage rank, whichever is less; Enhanced Strength 2; Immunity 1 (Own Powers); Impervious Protection 4 • 34 points Plus add the following as Alternate Effects of Strength damage. • Groundstrike: Burst Area Affliction 10 (Resisted by Fortitude, Overcome by Dodge; Dazed and Vulnerable, Stunned and Prone), Extra Condition, Limited to Two Degrees, Limited—Both Elemental and targets must be in contact with the ground • 1 point • Shockwave: Burst Area Damage 10, Limited— Both Elemental and targets must be in contact with the ground • 1 point FIRE ELEMENTAL PRIMARY POWERS Flame Form: Immunity 5 (Fire Damage); Insubstantial 3, Permanent • 20 points Flight: Flight 6 (120 MPH) • 12 points PHYSICAL POWERS Roll 1d20 once and record the result. 1-10 Containment Suit: Enhanced Strength 6, Affects Corporeal 8, Removable (-4 points) • 16 points 11-20 Flaming Aura: Reaction Damage 4 • 16 points OFFENSIVE POWERS Fire Control: Array (24 points plus two Alternate Effects) • Fire Blast: Ranged Damage 12 • 24 points Take the Fire Control array and Fire Blast (above) and roll 1d20 twice (re-roll if you get the same result twice) and add them to the array as Alternate Effects. 1-3 • Asphyxiate: Burst Area Progressive Affliction 6 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) • 1 point 4-6 • Fire Ball: Ranged Burst Area Damage 8 • 1 point 7-10 • Fire Burst: Burst Area Damage 10, Penetrating 4 • 1 point 11-13 • Flame Shapes: Sustained Shapeable Area Damage 6 • 1 point 14-17 • Flash: Ranged Burst Area Cumulative Affliction 8 (Resisted and Overcome by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware), Limited to One Sense • 1 point 18-20 • Open Flame: Environment 6 (Extreme Heat, Bright Light) • 1 point WATER ELEMENTAL Roll 1d20 once and record the result. 1-10 Liquid Form: Visual Concealment 4, Limited: in Liquid; Elongation 8; Immunity 2 (water effects); Insubstantial 1, Permanent; Movement 2 (Slithering, Sure-footed); Protection 8, Impervious; Regeneration 8, Source (Water); Swimming 7 (60 MPH) • 50 points INNATE ELEMENTALS The Elementals described here generally have traits such as Insubstantial default to Permanent. However, some elementals may be able to transform between their elemental and a flesh and blood form. Such elementals may have Sustained powers and possibly the Activation Flaw if the transformation takes time or effort. In this case, the Activation Flaw can free up a point that the player can spend on an additional Alternate Effect or Advantage. Alternately, the elementals who are considered Embodiments (as rolled on the Abilities) may have Innate forms that cannot be turned off even by nullification effects. Players may wish to take a point from another trait (such as an Alternate Effect or Advantage) to buy the Innate Extra. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 65
1-10 Water Control: Array (20 points + four Alternate Effects) • Water Blast: Ranged Damage 10 • 20 points Take the Water Control array and Water Blast (above) and roll 1d20 four times (re-roll if you get the same result) and add them to the array as Alternate Effects. 1-4 • Dehydrate: Cumulative Affliction 10 (Resisted by and Overcome by Fortitude; Fatigued, Exhausted, Incapacitated) • 1 point 5-8 • Drown: Progressive Affliction 6 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) • 1 point 9-12 • Hard Water Objects: Create 10 • 1 point 13-16 • Move Water: Perception Ranged Move Object 10, Limited to Water • 1 point 17-20 • Watery Snare: Ranged Affliction 10 (Resisted by Dodge, Overcome by Strength; Hindered and Vulnerable, Immobile and Defenseless), Extra Condition, Limited to Two Degrees • 1 point 11-15 Ice Form: Enhanced Strength 8; Immunity 7 (cold damage, ice effects); Impervious Protection 8; Senses 2 (Tracking, Infravision) • 45 points Ice Slide: Flight 5 (60 MPH), Platform • 5 points Ice Control: Array (20 points + four Alternate Effects) • Ice Blast: Ranged Damage 10 • 20 points Take the Ice Control array and Ice Blast (above) and roll 1d20 four times (re-roll if you get the same result) and add them to the array as Alternate Effects. 1-4 • Cold Blast: Ranged Affliction 10 (Resisted by and Overcome by Fortitude; Fatigued, Exhausted, Incapacitated) • 1 point 5-8 • Cold Field: Environment 10 (Extreme Cold) • 1 point 9-12 • Ice Shapes: Create 6, Continuous, Innate • 1 point 13-16 • Icy Snare: Cumulative Affliction 10 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Immobile and Defenseless), Extra Condition, Limited to Two Degrees • 1 point 17-20 • Icy Surfaces: Environment 10 (Impede Movement) • 1 point 16-20 Vapor Form: Roll for the powers of an Air Elemental instead, using water vapor as your form’s descriptor. DEFENSE DODGE PARRY FORTITUDE TOUGHNESS WILL +4 +2 +7 +0 +6 POWER POINTS ABILITIES 28 SKILLS 14 POWERS 86 DEFENSES 19 ADVANTAGES 3 TOTAL 150 COMPLICATIONS • Motivation—Acceptance: A transformed elemental may lament his lost humanity and be isolated as a result of his new, inhuman form. • Accident: Many Elementals have difficulty interacting with others due to their nature. Fire Elementals, in particular, are apt to inadvertently cause destruction in their wake, but even Water Elementals may cause property damage by just their presence. • Enemy: Elementals may have a rivalry or feel enmity towards their diametric opposite (fire to water, earth to air) and towards beings associated with their opposing element. • Weakness: Elementals may have weaknesses associated with their composition. For instance, Fire Elementals may be vulnerable to being doused by water, a Water Elemental may be susceptible to cold effects (unless he is an Ice Elemental), an Earth Elemental composed of sand may be dispersed by strong winds or be subject to transformation to immobile glass when hit by flames or high temperatures, and so forth. ENERGY CONTROLLER Energy Controllers are able to control a particular form of energy such as fire, electricity, or magnetism. They are generally ranged combatants, have the power of flight, and protect themselves with force fields. In addition to being able to fire powerful energy blasts, Energy Controllers often utilize their powers to produce a wide variety of unusual and useful effects. ABILITIES Roll 1d20 once and record the result. 1-6 Charismatic: You have a powerful force of personality. 7-14 Hotheaded: You are impetuous and reckless. 15-20 Reserved: You are aloof or serene. ABILITIES - CHARISMATIC STRENGTH AGILITY FIGHTING AWARENESS 0332 STAMINA DEXTERITY INTELLECT PRESENCE 3303 MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 66 CHAPTER 2: SECRET ORIGINS
ABILITIES - HOTHEADED STRENGTH AGILITY FIGHTING AWARENESS 1432 STAMINA DEXTERITY INTELLECT PRESENCE 2302 ABILITIES - RESERVED STRENGTH AGILITY FIGHTING AWARENESS 0433 STAMINA DEXTERITY INTELLECT PRESENCE 2320 ADVANTAGES Roll 1d20 twice (re-roll if you get the same result twice) and record the results. 1-4 Aggressive: You like to take the offensive. 5-7 Disciplined: You were trained to fight smartly and as part of a team. 8-11 Intimidating: You use your powers in a loud and impressive fashion. 12-13 Hidden Reserves: When you need to, you can push yourself and your powers to amazing levels. 14-16 Precise: You are careful and exact in using your powers. 17-20 Wisecracker: Your powers give you great confidence, and you let everyone know it. ADVANTAGES - AGGRESSIVE All-out Attack, Power Attack ADVANTAGES - DISCIPLINED Assessment, Teamwork ADVANTAGES - INTIMIDATING Daze (Intimidation), Startle ADVANTAGES - HIDDEN RESERVES Extraordinary Effort, Great Endurance ADVANTAGES - PRECISE Accurate Attack, Precise Attack (Ranged, Cover) ADVANTAGES - WISECRACKER Fearless, Taunt MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 67
SKILLS Ranged Combat: Energy Control 5, Choose One: Deception 7 or Intimidation 7 Take the skills listed above, then roll 1d20 twice (re-roll if you get the same result twice) and record the results. 1-4 Athlete: You have undergone intensive physical training. 5-8 Cool: You’re young and trendy 9-10 Observant: You are alert and watchful. 11-14 Popular: You know how to deal with people. 15-18 Pilot/Driver: You are a skilled race car driver or hotshot pilot. 19-20 Sly: You’re sneaky and low-key. SKILLS - ATHLETE Acrobatics 4, Athletics 4 SKILLS - COOL Expertise: Popular Culture 4, Perception 4 SKILLS - OBSERVANT Investigation 4, Perception 4 SKILLS - POPULAR Insight 4, Persuasion 4 SKILLS - PILOT/DRIVER Technology 4, Vehicles 4 SKILLS - SLY Sleight of Hand 4, Stealth 4 POWERS OFFENSIVE POWERS Roll 1d20 once and record the result. 1-10 Energy Control: Array (24 points, plus 3 points of Alternate Effects) • Energy Blast: Ranged Damage 12 • 24 points Quick Change: Feature 1 (transform into costume as a free action) • 1 point Take the Energy Control array and Energy Blast (above), then roll 1d20 three times on the Alternate Effects sidebar (re-roll if you get the same result twice) and add them to the Energy Control array as Alternate Effects. 11-15 Energy Control: Array (24 points, plus 4 points of Alternate Effects) • Energy Blast: Ranged Damage 12 • 24 points Take the Energy Control array and Energy Blast (above), then roll 1d20 four times on the Alternate Effects sidebar (re-roll if you get the same result twice) and add them to the Energy Control array as Alternate Effects. 16-20 Energy Control: Array (25 points, plus 3 points of Alternate Effects) Roll 1d20 once and record the result as the first power in your Energy Control array. 1-2 • Enervating Blast: Ranged Damage 12, Incurable • 25 points 3-6 • Homing Blast: Ranged Damage 12, Homing • 25 points 7-9 • Invisible Blast: Ranged Damage 12, Subtle • 25 points 10-11 • Phantom Blast: Ranged Damage 12, Affects Insubstantial • 25 points 12-13 • Pinpoint Blast: Ranged Damage 12, Precise • 25 points 14-16 • Proxy Blast: Ranged Damage 12, Indirect • 25 points 17-18 • Reflective Blast: Ranged Damage 12, Ricochet • 25 points 19-20 • Variable Blast: Ranged Damage 12, Variable Descriptor • 25 points ENERGY DESCRIPTORS As a descriptor, substitute any one energy type on the list below (or one you come up with) in place of the word, “Energy,” or “Energy Control type,” above. An Energy Controller’s personality often reflect the energy type he or she controls, so the descriptions for Abilities, Advantages, and Skills can help narrow down which energy type fits your character if you prefer to assign one to your hero. Alternatively, you might decide to randomly determine your Energy Controller’s descriptor by rolling on the table below. Roll 1d20 once and record the result. 1-3 Cold: You emit cold or remove heat. 4-5 Cosmic: You wield the very versatile and primal cosmic energy. 6-7 Darkness: You control darkness—be it shadow, void, or some other-dimensional force—or else subtract light. 8-9 Electrical: You generate electricity. 10-12 Fire: You produce flame and heat. 13 Hellfire: You control an extra-dimensional, flame-like energy. 14 Light: You generate intense light and heat. 15-16 Magnetic: You generate magnetic fields and manipulate ferrous metals. 17-18 Plasma: You project super-heated gas, or plasma. 19 Sonic: You manipulate and generate sound. 20 Vibration: You produce and control vibration and resonant frequencies. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 68 CHAPTER 2: SECRET ORIGINS
ALTERNATE EFFECTS Once you have the first power in your Energy Control array, roll 1d20 three times on the Alternate Effects table (re-roll if you get the same result twice) and add them to the Energy Control array as Alternate Effects. 1-2 • Dazzle: Cumulative Ranged Affliction 12 (Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to One Sense (Choose one sense: Vision or Auditory) • 1 point 3-4 • Disintegrate: Ranged Affects Objects Weaken Toughness 8 • 1 point 5-6 • Energy Burst: Choose One: Burst Area Damage 10, Penetrating 4 • 1 point or Ranged Burst Area Damage 8 • 1 point 7-8 • Energy Constructs: Create 12 • 1 point 9-10 • Energy Manipulation: Deflect 12, Reflect, Redirect, Limited to Energy attacks • 1 point 11-12 • Energy Weapon: Penetrating Damage 12 • 1 point 13-14 • Environmental Control: Environment 12 (8 miles; Choose two: Cold, Heat, Impede Movement, Light, Visibility) • 1 point 15-16 • Obscure: Ranged Visual Concealment 4 Attack, Choose One Extra: Burst Area or Cloud Area • 1 point 17-18 • Snare: Cumulative Ranged Affliction 8 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited to Two Degrees • 1 point 19-20 • Telekinesis: Move Object 12 • 1 point DEFENSIVE POWERS Energy Immunity: Immunity 5 (Energy Control type damage) • 5 points Roll 1d20 once and record the result. 1-5 Energy Absorption: Enhanced Strength 10, Fades; Enhanced Stamina 10, Fades • 20 points 6-10 Energy Shield: Enhanced Defenses 10 (Dodge 5, Parry 5); Impervious Protection 5, Sustained • 20 points 11-20 Force Field: Impervious Protection 10, Sustained • 20 points UTILITY POWERS Energy Sense: Senses 1 (Energy type Awareness) • 1 point Roll 1d20 twice (re-roll if you get the same result twice) and record the results. 1-4 Energy Aura: Reaction Damage 4, Activation (Standard Action, -2 points) • 14 points 5-8 Energy Form: Insubstantial 3 (Energy Control type), Activation (Move Action, -1 point) • 14 points 9-16 Flight: Flight 7 (250 MPH) • 14 points 17-18 Scry: Visual Remote Sensing 14 (60 miles), Medium (presence or conductor of Energy Control type) • 14 points 19-20 Transmit: Teleport 14 (60 miles), Medium (presence or conductor of Energy Control type) • 14 points DEFENSES DODGE PARRY FORTITUDE TOUGHNESS WILL +4 +1 +5 +0 +6 POWER POINTS ABILITIES 34 SKILLS 14 POWERS 82 DEFENSES 16 ADVANTAGES 4 TOTAL 150 COMPLICATIONS • Motivation—Recognition: Energy Controllers, particularly those with a flashy energy type, often desire fame and attention. • Motivation—Responsibility: Given the potential for collateral damage, Energy Controllers may learn the burden of responsibility that comes with their power. • Power Loss: Energy Controllers may suffer diminished use of their powers under descriptor-dependent conditions. For instance, a Cold Controller may find his powers less effective in extreme heat, a Fire Controller may not be able to use his powers in an environment without oxygen (and therefore fuel to sustain his fires), a Sonic Controller may not be able to use his powers in a vacuum (where sound does not carry), and so forth. • Rivalry: Energy Controllers often have a rivalry with an Energy Controller who commands an opposed descriptor. GADGETEER Gadgeteers share some things in common with Battlesuits and even Crime Fighters in that they’re all “self-made men” that use equipment of some kind to augment their own abilities. In the case of the Gadgeteer, that equipment comes in the form of powerful devices that can take on many different forms, from a jetpack and blaster to ice-themed gadgets to whatever the Gadgeteer happens to be tinkering with at the moment. The Gadgeteer’s greatest strengths are his or her intelligence and versatility—especially if there’s a few minutes to run to the workbench! Roll 1d20 once and record the result. 1-6 Adventurer: You’ve always enjoyed pushing the boundaries, in science and in life. 7-14 Gimmick: Your genius is concentrated into a particular field of study, such as force fields, cryogenics, radiation, bio-manipulation, or something more esoteric. Choose a topic your Gadgeteer bases his or her gimmicks off, or roll on the Energy Descriptors table found in the Energy Controller archetype to find the type of energy they specialize in. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 69
15-20 Scientist: At heart, you’re a scientist. You’re always working on something in the lab, but you like to get “out in the field” and test the practical applications of your inventions. Plus, there are all sorts of unusual things out in the world that you’d never get to experience in the lab. ABILITIES - ADVENTURER STRENGTH AGILITY FIGHTING AWARENESS 2243 STAMINA DEXTERITY INTELLECT PRESENCE 2282 ABILITIES - GIMMICK STRENGTH AGILITY FIGHTING AWARENESS 2244 STAMINA DEXTERITY INTELLECT PRESENCE 1291 ABILITIES - SCIENTIST STRENGTH AGILITY FIGHTING AWARENESS 1 244 STAMINA DEXTERITY INTELLECT PRESENCE 2 2 10 0 ADVANTAGES Beginner’s Luck, Eidetic Memory, Equipment 3 (Headquarters), Improvised Tools, Inventor, Skill Mastery (Technology) Headquarters—Size: Large, Toughness: 10; Features: Communications, Computer, Fire Prevention System, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System, Workshop • 15 points Take the advantages listed above, then roll 1d20 once and record the result. 1-5 Athletic: You take care of yourself and are physically fit. 6-10 Natural Leader: You’re a natural leader. 11-15 Tinkerer: You’re constantly tinkering with your inventions and are able to get the most out of them. 16-20 Well-to-do Inventor: You either inherited wealth or have made money off some of your more mundane inventions. ADVANTAGES - ATHLETIC Evasion, Improved Initiative, Uncanny Dodge ADVANTAGES - NATURAL LEADER Inspire 2, Leadership ADVANTAGES - TINKERER Accurate Attack, Luck, Power Attack ADVANTAGES - WELL-TO-DO INVENTOR Benefit 3 (Millionaire) SKILLS Close Combat: Unarmed or Gadgets 6, Expertise: Science 10, Ranged Combat: Gadgets 6, Technology 10, Vehicles 4 Take the skills listed above, then roll 1d20 once and record the result. 1-5 Businessman/woman: You know how to run a business. 6-10 Explorer: You have the skills necessary to explore new places. 11-15 Investigator: You’re a talented detective. 16-20 Infiltrator: You’re stealthy. SKILLS - BUSINESSMAN/WOMAN Expertise: Business 5, Insight 6, Persuasion 5 SKILLS - EXPLORER Athletics 7, Perception 5, Stealth 4 SKILLS - INVESTIGATOR Insight 4, Investigation 7, Perception 5 SKILLS - INFILTRATOR Deception 6, Sleight of Hand 4, Stealth 6 POWERS OFFENSIVE POWERS Roll 1d20 once and record the result. 1-4 Energy Projector Device: Ranged Damage 8, Accurate 2; AE: Ranged Affliction 8 (Resisted and Overcome by Fortitude; Dazed Stunned, Incapacitated), Accurate 2; AE: Ranged Multiattack Damage 5, Accurate 3; AE: Close Cone Area Dazzle 9; Removable (-4 points) • 17 points 5-7 Force Armor: Enhanced Strength 8; AE: Burst Area Affliction 8 (Resisted and Overcome by Fortitude; Dazed and Vulnerable, Defenseless and Stunned), Extra Condition, Limited Degree; AE: Create 8; AE: Burst Area Damage 8; AE: Reaction Damage 4; AE: Ranged Damage 7, Accurate 2; AE: Move Object 8; Activation—Move Action (-1 point), Removable (-4 points) • 17 points 8-12 Gimmick Blaster: Array (24 points, plus 3 points of Alternate Effects), Easily Removable (-10 points) • 17 points (this cost includes the cost of the Alternate Effects) MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 70 CHAPTER 2: SECRET ORIGINS
8-12 Energy Blast: Ranged Damage 12 Take the Gimmick Blaster and Energy Blast (above), plus roll 1d20 three times (re-roll if you get the same result twice) and add them to the Gimmick Blaster array as Alternate Effects. Name each of these Alternate Effects as appropriate for your character’s gimmick. 1-3 Create 7, Continuous, Innate 4-5 Move Object 12 6-8 Ranged Affliction 12 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) 9-11 Ranged Affliction 12 (Resisted by Dodge, Overcome by Damage; Vulnerable, Defenseless, Incapacitated) 12-14 Ranged Cloud Area Affliction 8 (Resisted and Overcome by Fortitude; Dazed and Visually Impaired, Stunned and Visually Disabled) Extra Condition, Limited Degree 15-17 Ranged Burst Area Damage 8 18-20 Close Cone Area Damage 8, Penetrating 8 13-14 Personal Combat Enhancers: Enhanced Advantage 11 (All-out Attack, Defensive Attack, Evasion, Extraordinary Effort, Diehard, Fearless, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Takedown 2); Enhanced Strength 3; Enhanced Trait 5 (Close Attack 5); Activation—Move Action (-1 point), Removable (-4 points) • 17 points 15-16 Physical Boosters: Enhanced Strength 8; Leaping 2 (30 feet); Quickness 2; Speed 2 (8 MPH); Activation—Move Action (-1 point), Removable (-4 points) • 17 point 17-20 High-tech Arsenal: Ray Gun (Ranged Damage 12, AE: Power Truncheon (Strength-based Damage 8), AE: Stunner (Ranged Affliction 12 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated)), AE: Force Capsule Grenade (Ranged Affliction 12 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited Degree); Easily Removable (-10 points) • 17 points DEFENSIVE POWERS Roll 1d20 once and record the result. 1-5 Combat Training and Armored Costume: Enhanced Advantage 2 (Defensive Roll 2), Enhanced Defenses (Dodge 4, Parry 4), Protection 4, Removable (-1 point) • 13 points 6-10 Displacer Field: Enhanced Defenses (Dodge 6, Parry 6) Linked to Protection 4, Sustained, Removable (-3 points) • 13 points 11-15 Energy-Absorbing Body Suit: Protection 10, Impervious 6, Removable (-3 points) • 13 points 16-20 Force Field: Immunity 6 (Critical Hits, Cold, Heat, High Pressure, Radiation) Linked to Protection 10, Sustained, Removable (-3 points) • 13 points MOVEMENT POWERS Roll 1d20 once and record the result. 1-4 Biological Overclocking: Enhanced Advantage 1 (Move-by Action); Leaping 2 (30 feet); Quickness 2; Speed 5 (60 MPH); Removable (-2 points) • 8 points 5-8 Boot Jets: Leaping 5 (250 feet); Feature 1 (Can Hover); Movement 1 (Safe Fall); Speed 2 (8 MPH); Removable (-2 points) • 8 points 9-16 Flight Harness: Flight 5 (60 MPH), Removable (-2 points) • 8 points 17-20 Personal Teleporter: Teleport 4 (500 feet), Increased Mass (100 lbs.), Turnabout, Removable (-2 points) • 8 points INNATE POWERS Roll 1d20 once and record the result. 1-4 Low-Level Telepath: Communication 1 (Mental), Concentration, Limited—Only with friends/loved ones • 2 points 5-8 Mental Database: Enhanced Advantage 1 (Assessment), Enhanced Skill 1 (Insight 2) • 2 points 9-12 Physically Fit: Speed 2 (8 MPH), Stacks with other Speed effects • 2 points 13-16 Polymath: Quickness 4, Limited to Mental Tasks, Stacks with other Quickness effects • 2 points 17-20 Technopath: Comprehend 2 (Machines), Distracting • 2 points DEFENSES DODGE PARRY FORTITUDE TOUGHNESS WILL +6 +4 +7 +0 +6 POWER POINTS ABILITIES 50 SKILLS 26 POWERS 40 DEFENSES 23 ADVANTAGES 11 TOTAL 150 COMPLICATIONS • Accident: Gadgets can be temperamental things, so it’s not unimaginable that sometimes a Gadgeteer’s devices might act up, run out of power, break, explode, or otherwise cause problems for the hero. • Enemy: For some reason, Gadgeteers tend to have a nemesis who believes they need to prove how superior he, she, or it is compared to the Gadgeteer. • Fame: Gadgeteers often don’t hide their identities from the public and in fact might be media darlings because of their incredible inventions. • Motivation—Doing Good: Just as the Gadgeteer creates amazing inventions for the betterment of MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 71
mankind, he or she may also become a hero for the same reason. • Motivation—Recognition: Some Gadgeteers want their genius recognized not just by other scientists, but by millions of adoring fans. • Motivation—Responsibility: The Gadgeteer often feels it’s only right to use his or her incredible intelligence to help others. • Motivation—Thrills: Gadgeteers love to push the limit and live on the edge of scientific research, so it only makes sense that they might like dressing up in tights and taking on the role of a hero. • Quirk—Psychological Problems: Perhaps the Gadgeteer’s devices have slowly been poisoning his or her mind, or biofeedback caused by improperly functioning cybernetics or other mechanical systems have caused the Gadgeteer to exhibit some sort of mental problem. • Relationship: Gadgeteers often have a number of important people in their life, either family, loved ones, other researchers, or employees who like to get into trouble. MARTIAL ARTIST The Martial Artist has honed his skills in unarmed combat to bridge the physical gap between him and his superpowered associates. In fact, some Martial Artists display feats that seem impossible by normal standards—and may have a mystical origin. ABILITIES Roll 1d20 once and record the result. 1-6 Finesse and Control: Your speed and reflexes almost too fast to be human. 7-14 Mystic Endowment: You have unlocked your body’s potential by cultivating your inner energy. 15-20 Strength and Power: You have trained your body close to human perfection. ABILITIES - FINESSE AND CONTROL STRENGTH AGILITY FIGHTING AWARENESS 3 7 13 5 STAMINA DEXTERITY INTELLECT PRESENCE 3500 ABILITIES - MYSTIC ENDOWMENT STRENGTH AGILITY FIGHTING AWARENESS 3 5 12 6 STAMINA DEXTERITY INTELLECT PRESENCE 351 1 ABILITIES - STRENGTH AND POWER STRENGTH AGILITY FIGHTING AWARENESS 4 6 12 4 STAMINA DEXTERITY INTELLECT PRESENCE 441 1 ADVANTAGES Agile Feint, Defensive Roll 4, Improved Initiative, Power Attack, Takedown BACKGROUND ADVANTAGES Take the advantages listed above, then roll 1d20 once and record the result. 1-6 Armed Fighter: You are an expert with exotic weapons. 7-13 Wealthy: You are well connected and rich. 14-20 Well Traveled: You have walked the world righting wrongs and challenging senseis. ADVANTAGES - ARMED FIGHTER Equipment 2 (select one weapon), Improvised Weapon, Quick Draw ADVANTAGES - WEALTHY Benefit 3 (Millionaire), Connected ADVANTAGES - WELL TRAVELED Contacts, Languages 1 (Choose One), Tracking, Well-informed ELEMENT ADVANTAGES If you rolled Mystic Endowment for Abilities, then roll 1d20 once and record the result. Otherwise, roll 1d20 twice (reroll if you get the same result twice) and record the results. 1-4 Earth: You are steadfast and stable. 5-8 Fire: You are dynamic and creative. 9-12 Metal: You are transformative and quick. 13-16 Water: You are calm and pliable. 17-20 Wood: You are flexible and supportive. ADVANTAGES - EARTH Daze (Intimidation), Diehard, Fearless, Great Endurance ADVANTAGES - FIRE Extraordinary Effort, Inspire, Interpose, Leadership MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 72 CHAPTER 2: SECRET ORIGINS
ADVANTAGES - METAL Beginner’s Luck, Eidetic Memory, Luck, Taunt ADVANTAGES - WATER Assessment, Evasion, Trance, Uncanny Dodge ADVANTAGES - WOOD Favored Environment (Choose One), Hide in Plain Sight, Precise Attack (Close, Concealment), Teamwork STYLE ADVANTAGES Roll 1d20 once and record the result. 1-4 Crane: You avoid direct confrontation, countering and pinpointing weaknesses. 5-8 Dragon: Your style emphasizes versatility and balance. 9-12 Leopard: You rely on sheer speed and eschew defense. 13-16 Snake: You fight from unusual stances and positions to catch your opponent off-guard. 17-20 Tiger: You strike with great strength and ferocity. ADVANTAGES - CRANE Defensive Attack, Evasion, Grabbing Finesse, Improved Defense, Improved Disarm, Instant Up, Move-by Action, Redirect, Set-up ADVANTAGES - DRAGON Accurate Attack, All-out Attack, Defensive Attack, Evasion, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Trip, Move-by Action ADVANTAGES - LEOPARD All-out Attack, Improved Critical (Unarmed), Improved Initiative, Improved Trip, Move-by Action, Seize Initiative, Skill Mastery (Acrobatics), Startle, Takedown ADVANTAGES - SNAKE Chokehold, Defensive Attack, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Grab, Improved Hold, Prone Fighting, Weapon Bind ADVANTAGES - TIGER All-out Attack, Defensive Attack, Improved Critical (Unarmed), Improved Smash, Move-by Action, Skill Mastery (Athletics), Startle, Takedown, Weapon Break SKILLS If you rolled Mystic Endowment for Abilities, roll 1d20 once and record the result. Otherwise, roll 1d20 twice (do not reroll if you get the same result twice) and record the results. 1-4 Agent: You work with a government or private spy agency. 5-8 Mercenary: You contract out your fighting skills. 9-12 Monastic: You learned your martial arts from a temple or mystical city. 13-16 Ninja: You are skilled in the arts of stealth and assassination. 17-20 Soldier: You were trained by the military. SKILLS - AGENT Acrobatics 4, Athletics 4, Close Combat: Unarmed 2, Insight 4, Investigation 4, Perception 4, Stealth 6, Technology 4 SKILLS - MERCENARY Acrobatics 4, Athletics 6, Close Combat: Unarmed 2, Expertise: Streetwise 6, Insight 4, Intimidation 6, Perception 4 SKILLS - MONASTIC Acrobatics 4, Athletics 4, Close Combat: Unarmed 2, Expertise: Philosophy 6, Insight 6, Perception 6, Treatment 4 SKILLS - NINJA Acrobatics 6, Athletics 4, Close Combat: Unarmed 2, Deception 4, Perception 4, Sleight of Hand 6, Stealth 6 SKILLS - SOLDIER Acrobatics 4, Athletics 6, Close Combat: Unarmed 2, Expertise: Tactics 4, Intimidation 4, Perception 4, Stealth 4, Vehicles 4 POWERS COMBAT POWERS If you rolled Mystic Endowment for Abilities, then roll 1d20 once and record the result. Otherwise, do not roll for Combat Powers. 1-12 Chi Mastery: Array (12 points plus 3 Alternate Effects) • 15 points (this cost includes the cost of the Alternate Effects) Roll 1d20 four times (re-roll if you get the same result twice) and record the results as Alternate Effects. 1-3 Death Touch: Progressive Weaken Stamina 4 (Resisted by Fortitude) 4-7 Flurry of Blows: Selective Multiattack 5, Variable Descriptor 2 (any attack effect you wield, up to the attack’s rank) 8-11 Iron Fist: Strength-based Damage 5, Penetrating 8, Inaccurate 12-14 Mental Weapon: Damage 6, Alternate Resistance (Will) 15-17 Nerve Strike: Cumulative Affliction 6 (Resisted and Overcome by Fortitude; Dazed, Stunned, Paralyzed) 18-20 Restorative Chi: Healing 6 13-16 Missile Redirection: Immunity 5 (Thrown Weapons), Concentration Duration, Reflect, Redirect • 15 points 17-20 Untouchable: Immunity 30 (attacks targeting Parry), Concentration Duration • 15 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 73
UTILITY POWERS If you rolled Mystic Endowment for Abilities, then roll 1d20 once on the table below and record the result. Otherwise, do not roll for Utility Powers. 1-4 Chi Sense: Senses 5 (Danger Sense; Detect Life— Acute, Radius, Ranged) • 5 points 5-8 Meditation: Immunity 5 (choose five: aging, cold, disease, heat, need for sleep, poison, starvation and thirst, suffocation (suffocation counts as two choices)), Sustained • 5 points 9-12 Perfect Serenity: Immunity 5 (interaction effects) • 5 points 17-20 Weightless Step: Leaping 3 (60 ft.); Movement 1 (Trackless) • 5 points DEFENSE DODGE PARRY FORTITUDE TOUGHNESS WILL +6 +0 +6 +0 +5 POWER POINTS ABILITIES 72 SKILLS 32/16* POWERS 0/20* DEFENSES 17 ADVANTAGES 29/25* TOTAL 150 *If you rolled Mystic Endowment for Abilities. COMPLICATIONS • Motivation—Recognition: The title of “best fighter alive” is one that drives many Martial Artists. • Motivation—Thrills: The Martial Artist became a superhero in order to seek excitement. • Honor: Some Martial Artists live by a warrior’s code of honor or a life of ascetic discipline. • Rivalry: Martial Artists often have a nemesis or fated rival against whom they measure themselves. MIMIC The Mimic copies the traits of others to use as his own. This affords him immense versatility, limited primarily by the type and availability of his subjects. At the same time, the Mimic usually has few other abilities upon which to rely. ABILITIES Roll 1d20 once and record the result. 1-8 Blank Slate: You are equally capable of pursuing any path. 9-12 Metamind: Your great mental capacity allows you to master anything. 13-20 Perfect Weapon: You are a weapon created specifically to use your opponent’s powers against them. ABILITIES - BLANK SLATE STRENGTH AGILITY FIGHTING AWARENESS 2222 STAMINA DEXTERITY INTELLECT PRESENCE 2222 ABILITIES - METAMIND STRENGTH AGILITY FIGHTING AWARENESS 1121 STAMINA DEXTERITY INTELLECT PRESENCE 1181 ABILITIES - PERFECT WEAPON STRENGTH AGILITY FIGHTING AWARENESS 1 182 STAMINA DEXTERITY INTELLECT PRESENCE 1111 ADVANTAGES Roll 1d20 three times (re-roll if you get the same result twice) and record the results. 1-4 Complementary: You are good at fitting in where needed. 5-8 Discerning: You are good at sizing up people. 9-11 Engramatic: You’ve retained a little fragment of everyone you’ve mimicked. 12-13 Innocent: You are naïve and pure. 14-16 Incisive: You know exactly which buttons to push. 17-18 Spontaneous: You don’t let your past dictate your actions. 19-20 Subtle: You stay out of the way. ADVANTAGES - COMPLEMENTARY Set-up, Teamwork ADVANTAGES - DISCERNING Assessment, Skill Mastery (Insight) ADVANTAGES - ENGRAMATIC Eidetic Memory, Jack-of-all-trades MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 74 CHAPTER 2: SECRET ORIGINS
ADVANTAGES - INNOCENT Animal Empathy, Luck ADVANTAGES - INCISIVE Daze (Deception), Taunt ADVANTAGES - SPONTANEOUS Improved Initiative, Uncanny Dodge ADVANTAGES - SUBTLE Evasion, Hide in Plain Sight SKILLS Roll 1d20 twice (do not re-roll if you get the same result twice) and record the results. 1-3 Dynamic: You are a good all-around athlete. 4-7 Empathic: You understand what makes other people tick. 8-10 Furtive: You don’t like to stand out. 11-14 Inscrutable: Your emotions are difficult to read. 15-18 Observant: Little escapes your notice. 19-20 Sponge: You possess an open and receptive mind. SKILLS - DYNAMIC Acrobatics 6, Athletics 6 SKILLS - EMPATHIC Insight 8, Persuasion 4 SKILLS - FURTIVE Deception 6, Stealth 6 SKILLS - INSCRUTABLE Deception 8, Perception 4 SKILLS - OBSERVANT Insight 6, Perception 6 SKILLS - SPONGE Expertise: Current Events 4, Expertise: Popular Culture 4, Investigation 4 POWERS Roll 1d20 once and record the result. 1-2 Animal Mimicry: Variable 10 (50 points, to mimic Traits of one animal at a time), Continuous • 80 points 3-4 Mental Duplication: Mind Reading 10, Limited to Duplicated mind; Variable 10 (50 points, for duplicating a subject’s mental traits), Continuous, Resistible by Will • 80 points 5-6 Nemesis: Variable 8 (40 points, for traits suitable for confronting a particular opponent), Continuous, Free Action • 80 points 7-9 Object Mimicry: Variable 8 (40 points, for traits of object touched), Reaction • 80 points 10-13 Power Duplication: Variable 10 (50 points, for duplicating one target’s powers), Continuous • 80 points 14-15 Power Theft: Cumulative Affliction 12 (Resisted and Overcome by Will; Powers Impaired, Powers Disabled, Transformed—Powerless) Linked to Variable 8 (40 points, for duplicating one target’s powers), Move Action, Limited to Afflicted subjects • 80 points 16-17 Reflex Memory: Variable 8 (40 points, for observed Skills and Advantages), Continuous, Free Action • 80 points 18-20 ARTIFICIAL MIMIC Android Body: Immunity 30 (Fortitude Effects), Reduced Traits (Stamina —, Fortitude —); Protection 5 • 16 points Power Duplication: Variable 8 (40 points, for duplicating a target’s powers), Continuous • 64 points DEFENSES DODGE PARRY FORTITUDE TOUGHNESS WILL +5 +5 +5 +0 +5 POWER POINTS ABILITIES 32 SKILLS 12 POWERS 80 DEFENSES 20 ADVANTAGES 6 TOTAL 150 COMPLICATIONS • Motivation—Acceptance: Due to the nature of their powers, many Mimics feel as if they lack an identity of their own. They may seek acceptance as unique individuals. • Addiction: A Mimic may actually need or somehow derive sustenance from duplicating the traits of others. • Quirk: Mimics may inadvertently absorb a portion of their subject’s personality and even be overwhelmed on occasion, forcing the Mimic to behave like their subject. • Weakness: By duplicating their powers, Mimics may acquire the weaknesses and vulnerabilities of their subjects. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 75
MYSTIC The Mystic commands vast magical powers and uses them to defend the Earth from otherworldly threats as well as to combat the evils found just down the street. The Mystic typically has extensive knowledge of magic and other realms, but few real-world skills to speak of. The magical powers the Mystic commands are nearly limitless, allowing the Mystic to fire blasts of magical energy, fly, create illusions, heal others, travel to other dimensions, and reproduce virtually any other power imaginable. ABILITIES Roll 1d20 once and record the result. 1-6 Host: You’re the host of a mystical being which gives you access to supernatural powers. 7-13 Magical Heritage: Your family has a long history of being blessed with magical powers... or perhaps it’s cursed. 14-20 Mystic Master: You’ve trained long and hard to master the mystic arts. ABILITIES - HOST STRENGTH AGILITY FIGHTING AWARENESS 1 145 STAMINA DEXTERITY INTELLECT PRESENCE 0325 ABILITIES - MAGICAL HERITAGE STRENGTH AGILITY FIGHTING AWARENESS 0147 STAMINA DEXTERITY INTELLECT PRESENCE 0324 ABILITIES - MYSTIC MASTER STRENGTH AGILITY FIGHTING AWARENESS 0146 STAMINA DEXTERITY INTELLECT PRESENCE 0334 ADVANTAGES Equipment 3 (Headquarters), Ranged Attack 5, Trance Headquarters—Size: Medium, Toughness: 10; Features: Concealed, Dual-size (Huge), Laboratory, Library, Living Space, Personnel, Sealed, Security System, Self-repairing, Workshop • 15 points Take the advantages listed above, then roll 1d20 once and record the result. 1-5 Centered: You’ve trained yourself to remain calm and centered, no matter what. 6-10 Enchanter: You can create magical artifacts. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 76 CHAPTER 2: SECRET ORIGINS
11-15 Powerful Connection: You have a strong connection or mastery over the magic at your command. 16-20 Student of the Arts: You study and research constantly in order to keep informed. ADVANTAGES - CENTERED Fearless, Ultimate Effort (Will checks) ADVANTAGES - ENCHANTER Artificer, Skill Mastery (Expertise: Magic) ADVANTAGES - POWERFUL CONNECTION Accurate Attack, Power Attack ADVANTAGES - STUDENT OF THE ARTS Ritualist, Well-informed SKILLS Expertise: Magic 10, Insight 6, Perception 4 Take the skills listed above, then roll 1d20 once and record the result. 1-8 Affecting Presence: You have the skills necessary to explore new places. 9-14 Occult Investigator: You make it a point to investigate unusual crimes. You may even consult for the police. 15-20 Prestidigitator: You’ve studied the art of deception. SKILLS - AFFECTING PRESENCE Intimidation 4, Persuasion 4 SKILLS - OCCULT INVESTIGATOR Investigation 4, Sleight of Hand 4 SKILLS - PRESTIDIGITATOR Deception 4, Sleight of Hand 4 POWERS OFFENSIVE POWERS Magic Spells: Array (24 points, plus 5 points of Alternate Effects) • Magical Blast: Ranged Damage 12 • 24 points Take the Magic Spells and Magical Blast (above), plus roll 1d20 five times (re-roll if you get the same result twice) and add them to the Magic Spells array as Alternate Effects. 1-2 • Billowing Darkness: Ranged Burst Area Concealment 4 Attack (All Visual) • 1 point 3-4 • Dispel Magic: Nullify 8, Broad (Magic), Simultaneous • 1 point 5-6 • Enervation: Ranged Weaken 8, Broad (Physical Abilities (one at a time)) • 1 point 7-8 • Enhanced Strength: Enhanced Strength 9; Enhanced Trait 6 (Close Attack 6) • 1 point 9-10 • Ghost Hands: Perception Move Object 7, Precise, Subtle 2 • 1 point 11-12 • Healing Hand: Healing 5, Energizing, Persistent, Restorative, Stabilize • 1 point 13-14 • Maddening Blast: Ranged Damage 8, Resisted by Will • 1 point 15-16 • Mystic Bindings: Ranged Affliction 12 (Resisted and Overcome by Will; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited Degree • 1 point 17-18 • Mystic Constructs: Create 7, Continuous, Innate, Precise, Subtle • 1 point 19-20 • Phantasms: Illusion 4 vs. All Senses, Area (30 cubic feet), Resistible by Will, Selective • 1 point SECONDARY POWERS Astral Projection (Remote Sensing 8 (Visual, Auditory, Mental), Limited—Physical body is defenseless, Subtle 2), AE: Levitation and Mystic Shield (Flight 4 (30 MPH); Sustained Protection 12, Impervious 6) • 27 points OTHER POWERS Roll 1d20 once and record the result. 1-8 Additional Magic Spells: Roll 1d20 three times (reroll if you get the same result twice) and add them to your Magic Spells array as Alternate Effects. 1-2 • Apparition: Immunity 2 (Suffocation); Insubstantial 4 (Incorporeal) • 1 point 3-5 • Hex: Luck Control 4 (All Options), Luck 5 • 1 point 6-7 • Illusory Appearance: Morph 2, Attack, Burst Area, Selective • 1 point 8-9 • Invisibility: Concealment 10 (All Senses), Precise, Passive, Resistible • 1 point 10-11 • Message: Communication 4 (Mental) • 1 point 12-13 • Pierce the Veil: Movement (Dimension Travel 3), Affects Others • 1 point 14-16 • Protective Aura: Immunity 7 (Cold, Heat, Pressure, Radiation, Vacuum, All Suffocation), Affects Others, Sustained • 1 point 17-20 • Teleportation: Teleport 3 (250 feet), Accurate, Easy, Extended (8 miles), Portal • 1 point 9-10 Immortal: Immortality 1, Immunity 1 (Aging) • 3 points 11-20 Mystic Awareness: Senses 3 (Mystic Awareness, Analytical, Radius) • 3 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 77
DEFENSE DODGE PARRY FORTITUDE TOUGHNESS WILL +7 +4 +6 +0 +7 POWER POINTS ABILITIES 42 SKILLS 14 POWERS 59 DEFENSES 24 ADVANTAGES 11 TOTAL 150 COMPLICATIONS • Accident: The Mystic commands incredible supernatural powers, but sometimes those powers get out of control, or awaken sleeping horrors, or cause other unintended consequences that have to be dealt with. • Enemy: Some Mystics are plagued by enemies who want to displace them or steal their power. • Honor: It’s not uncommon for a Mystic to follow a code of conduct that keeps them on the straight and narrow, perhaps because it’s the right thing to do, perhaps because they need to in order to keep their powers in check. • Motivation—Acceptance: Mystics are often either not from Earth or were trained in the mystic arts on another world. When they come to this plane they use their talents to help others and hopefully earn a place for themselves on their adopted world. • Motivation—Responsibility: The Mystic was given his or her power for a reason—to defend Earth, to hunt down otherworldly creatures, or any number of other options. Or perhaps the Mystic recognizes that his or her power comes with a price. • Power Loss: Mystics often have the Complication that prevents them from using their powers when they can’t move and/or speak to cast their spells. • Prejudice: Some Mystics are surrounded by an aura of “otherness” that sets them apart from the rest of humanity and makes it difficult for them to interact with others. Or, maybe people just fear witches. PARAGON Paragons are what people first think of when they think of superheroes. A Paragon is nearly perfect in every way: fast, strong, tough, often has the ability to fly, and represents everything good about humanity. Paragons are often talented in a wide range of areas and easily take on leadership roles. ABILITIES Roll 1d20 once and record the result. 1-6 Man of Action: You’re the height of human perfection, whether through a lifetime of experimental training or due to influence from some outside source. 7-14 Superhuman: You’re a powerful mutant, alien, or human who’s gained incredible abilities. 15-20 Vessel: You are the vessel for the power of a god or some other supernatural force. ABILITIES - MAN OF ACTION STRENGTH AGILITY FIGHTING AWARENESS 6664 STAMINA DEXTERITY INTELLECT PRESENCE 6432 ABILITIES - SUPERHUMAN STRENGTH AGILITY FIGHTING AWARENESS 8482 STAMINA DEXTERITY INTELLECT PRESENCE 841 2 ABILITIES - VESSEL STRENGTH AGILITY FIGHTING AWARENESS 8483 STAMINA DEXTERITY INTELLECT PRESENCE 8402 ADVANTAGES Roll 1d20 once and record the results. 1-4 Athlete: You’re either a natural athlete or have had extensive training. 5-8 Leader: You’re a natural at leading others. 9-10 Lucky: You’re extraordinarily lucky. 11-13 Resources: You have extensive resources. 14-17 Warrior: You’re either naturally talented at fighting or have trained in fighting styles. 18-20 Wealthy: Whether you inherited or earned it, you’re wealthy. ADVANTAGES - ATHLETE Extraordinary Effort, Improved Initiative, Power Attack, Uncanny Dodge ADVANTAGES - LEADER Inspire 2, Leadership, Teamwork MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 78 CHAPTER 2: SECRET ORIGINS
ADVANTAGES - LUCKY Beginner’s Luck, Luck 2, Redirect ADVANTAGES - RESOURCES Equipment 4 (Headquarters) Headquarters—Size: Gargantuan, Toughness: 12; Features: Communications, Computer, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power System, Security System, Teleport (Affects Others), Workshop • 20 points ADVANTAGES - WARRIOR All-out Attack, Improved Initiative, Interpose, Move-by Action ADVANTAGES - WEALTHY Benefit 4 (Multi-millionaire) SKILLS Roll 1d20 twice (re-roll if you get the same result twice) and record the results. 1-5 Athlete: You’re a trained athlete. 6-10 Broad Training: You have a broad set of skills from your education or experiences. 11-15 Charismatic: You’re good with people. 16-20 Learned: You’re well educated, with some technological training. SKILLS - ATHLETE Acrobatics 6, Athletics 6, Perception 4 SKILLS - BROAD TRAINING Expertise: (Choose One) 4, Insight 2, Perception 2, Persuasion 4, Ranged Combat: Throwing 4 SKILLS - CHARISMATIC Expertise: (Choose One) 4, Insight 4, Perception 4, Persuasion 4 SKILLS - LEARNED Expertise: (Choose One) 6, Perception 4, Technology 6 POWERS OFFENSIVE POWERS If you have the Man of Action Abilities, don’t roll for your Offensive Power, instead, take Find Weakness: Find Weakness: Strength-based Damage 4; Enhanced Advantage 4 (Close Attack 4) • 8 points Roll 1d20 once and record the result. 1-7 Powerful: Enhanced Strength 2, Enhanced Advantage 2 (Close Attack 2); Power-lifting 2 • 8 points 8-14 Super-strength: Enhanced Strength 4 • 8 points 15-20 Soldier: Enhanced Trait 4 (Close Attack 4); Powerlifting 4 • 8 points DEFENSIVE POWERS Immunities: Immunity 10 (Life Support) • 10 points Invulnerability: Protection 4 • 4 points MOVEMENT POWERS Roll 1d20 once and record the result. 1-15 Flight: Flight 8 (500 MPH) • 16 points 16-20 Super Movement: Speed 3 (16 MPH); Leaping 7 (900 feet); Movement 3 (Swinging, Wall-crawling 2) • 16 points UTILITY POWERS If you have the Superhuman or Vessel set of abilities, role once on this table. Do not roll on this table otherwise. 1-4 Improved Invulnerability: Impervious Toughness 6 • 6 points 5-7 Inhuman Physiology: Enhanced Advantage 1 (Diehard); Immunity 2 (Critical Hits); Regeneration 3 • 6 points 8-11 Enhanced Senses: Senses 6 (Extended Auditory 2, Extended Vision 2, Microscopic Vision, UltraHearing) • 6 points 12-15 Quickness: Quickness 6 • 6 points 16-18 Telepathy: Mental Communication 1, Subtle 2 • 6 points 19-20 Traveler: Movement 3 (Dimension Travel 3) • 6 points DEFENSE MAN OF ACTION DODGE PARRY FORTITUDE TOUGHNESS WILL +4 +4 +4 +0 +6 SUPERHUMAN/VESSEL DODGE PARRY FORTITUDE TOUGHNESS WILL +4 +0 +2 +0 +6 POWER POINTS ABILITIES 74 SKILLS 16 POWERS 38/44* DEFENSES 18/12* ADVANTAGES 4 TOTAL 150 *The first number is if you have the Man of Action set of Abilities and the second number if you have the Superhuman or Vessel set of Abilities. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 79
COMPLICATIONS • Identity: The Paragon often hides his or her true identity from the rest of the world. Often the Paragon feels that this “normal” identity keeps him or her grounded and in touch with the rest of humanity. • Motivation—Doing Good: The Paragon is motivated to be a hero because it’s the right thing to do. • Motivation—Patriotism: The Paragon is a patriot and fights to uphold the ideals of his or her country. • Motivation—Responsibility: The Paragon is often motivated by the belief that with power comes responsibility. • Power Loss: Usually caused by transforming back to a normal human form, some Paragons lack access to their powers all the time. If you choose this option, create a non-powered version of your character that doesn’t have any of its Powers, has human-level Abilities, and may even have lower ranks of Skills and completely different Advantages. • Prejudice: Some Paragons are appear inhuman in some way and are treated with distrust or fear by the public. • Relationship: Paragons often have a large number of friends, family, or fans that get into trouble with alarming frequency. • Weakness: Because the Paragon is so powerful in so many ways, he or she often suffers from a crippling weakness to a particular type of attack. POWERHOUSE The Powerhouse is the strongest one there is! Where other archetypes spread their points out amongst a number of different powers and abilities, the Powerhouse concentrates on two things: strength and protection. In fights, the Powerhouse is always on the front line, tearing it up and, even so, is usually the last one standing. The Powerhouse is often inhuman-looking, either because he or she’s been turned into a hulking brute, or is from an alien world, or is capable of transforming into living stone, steel, or something equally resistant to damage. ABILITIES Roll 1d20 once and record the result. 1-6 Alternate Form: You are made of a highly resistant material like metal or stone. 7-14 Innate Power: You’re an alien or are from some hidden offshoot of humanity with incredible powers. 15-20 Mutate/Mutant: You were either born with mutant powers or were mutated in a one-in-a-million accident or experiment. ABILITIES - ALTERNATE FORM STRENGTH AGILITY FIGHTING AWARENESS 4161 STAMINA DEXTERITY INTELLECT PRESENCE 4002 ABILITIES - INNATE POWER STRENGTH AGILITY FIGHTING AWARENESS 4161 STAMINA DEXTERITY INTELLECT PRESENCE 401 1 ABILITIES - MUTATE/MUTANT STRENGTH AGILITY FIGHTING AWARENESS 4060 STAMINA DEXTERITY INTELLECT PRESENCE 4022 ADVANTAGES Power Attack Roll 1d20 twice (re-roll if you get the same result twice) and record the results. 1-2 Driven: You’re capable of pushing yourself beyond your limits. Regularly. 4-6 Fighter: You know how to fight and mix up your blows as needed. 7-8 Good with Crowds: You can hold your own against overwhelming odds. 9-10 Popular: You have friends you can call on. 11-13 Team Player: You know your role on a team. 14-17 Tough: You know how to take a hit. 18-20 Quick: You’re faster than you look. ADVANTAGES - DRIVEN Extraordinary Effort ADVANTAGES - FIGHTER Choose One: Accurate Attack or All-out Attack ADVANTAGES - GOOD WITH CROWDS Takedown ADVANTAGES - POPULAR Connected MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 80 CHAPTER 2: SECRET ORIGINS
ADVANTAGES - TEAM PLAYER Interpose ADVANTAGES - TOUGH Ultimate Effort (Toughness checks) ADVANTAGES - QUICK Improved Initiative SKILLS Close Combat: Unarmed 2 Take the skill listed above, then roll 1d20 twice (re-roll if you get the same result twice) and record the results. 1-4 Athlete: You’re a trained athlete. 5-8 Ex-Military: You used to be in the armed forces. 9-12 Charmer: You have a way with people. 13-16 Rough Upbringing: You were raised on the streets or have had a hard life. 17-20 Sharp Mind: You’re difficult to fool. SKILLS - ATHLETE Athletics 4, Perception 4, Ranged Combat: Throwing 4 SKILLS - EX-MILITARY Expertise: Military 4, Perception 4, Ranged Combat: Throwing 4 SKILLS - CHARMER Deception 4, Insight 4, Persuasion 4 SKILLS - ROUGH UPBRINGING Expertise: Streetwise 4, Intimidation 6, Perception 2 SKILLS - SHARP MIND Expertise: (Choose One) 4, Insight 4, Perception 4 POWERS OFFENSIVE POWERS Roll 1d20 once and record the result. 1-3 Density: Growth 8 (-4 Dodge & Parry, +8 Strength, +8 Stamina), Does Not Modify Size, Speed, or Skills; Protection 4 • 20 points 4-6 Growth: Growth 8 (-4 Dodge & Parry, -8 Stealth, +4 Intimidation, +8 Strength, +8 Stamina, +1 Speed); Protection 4 • 20 points 7-11 Solid Form: Activation (Move Action, -1 point), Enhanced Ability 8 (Strength 8); Immunity 2 (Critical Hits); Power-lifting 3 • 20 points 12-20 Super-Strength: Enhanced Strength 8; Powerlifting 4 • 20 points OFFENSIVE POWERS II Roll 1d20 once and record the result as the first power in an array, then roll 1d20 once and add the result as a 1-point Alternate Effect (re-roll if you get the same result as your first roll). 1-3 Energy Blast: Ranged Damage 10, Accurate 5, Distracting, Tiring • 10 points 4-6 Foot Stomp: Line Area Damage 10, Powerhouse and target must be in contact with the same surface • 10 points 7-9 Groundstrike: Burst Area Affliction 10 (Resisted and Overcome by Fortitude; Dazed and Hindered, Stunned and Prone, Incapacitated), Extra Condition, Instant Recovery, Powerhouse and target must be in contact with the same surface • 10 points 10-12 Shockwave: Burst Area Damage 10, Powerhouse and targets must be in contact with the same surface • 10 points 13-14 Super-Breath: Close Range Cone Area Move Object 5, Limited to moving toward and away, Linked to Cone Area Damage 5, Unreliable (only the Damage is Unreliable) • 10 points 15-17 Cut Loose!: Penetrating 10 on Strength • 10 points 18-20 Thunderclap: Cone Area Affliction 10 (Resisted and Overcome by Fortitude; Dazed, Stunned), Limited Degree • 10 points DEFENSIVE POWERS Only if you rolled Solid Form or Super-Strength on the Offensive Powers table, take Super-Stamina, directly below, then roll on the table below, as directed. Do not take Super-Stamina if you rolled Density or Growth on the Offensive Powers table, instead, roll on the table below. Super-Stamina: Enhanced Stamina 10 • 20 points Roll 1d20 four times (re-roll if you get the same result twice unless it involves a choice) if you rolled Density or Growth on the Offensive Powers table. Only roll twice if you rolled Solid Form or Super-Strength on the Offensive Powers table 1-3 Invulnerability: Immunity 10 (Choose one common power descriptor: Cold, Electricity, Fire, Magic, Radiation, Sonic, Weather) • 10 points 4-10 Life Support: Immunity 10 (Life Support) • 10 points 11-13 Resistant: Immunity 10 (choose two 5-point immunities: Alteration effects, sensory Affliction effects, Fatigue effects, or damage type (Bullets, Cold, Electricity, Fire, Magic, Radiation, Sonic)) • 10 points 14-20 Thick Skin: Impervious Toughness 10 • 10 points MOVEMENT POWERS Roll 1d20 once and record the result. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 81
1-3 Burrowing: Burrowing 6 (4 MPH), Penetrating • 12 points 4-8 Flight: Flight 6 (120 MPH) • 12 points 9-14 Super-Leaping: Leaping 12 (4 miles) • 12 points 15-20 Super-Movement: Speed 5 (60 MPH); Leaping 7 (1,000 feet) • 12 points UTILITY POWERS Roll 1d20 once and record the result. 1-2 Enhanced Senses: Senses 5 (Extended Auditory 2, Extended Vision 2, Low-light Vision) • 5 points 3-6 Fast Recovery: Regeneration 4, Enhanced Advantage 1 (Diehard) • 5 points 7-10 Faster: Depending on the Movement Power you rolled; Burrowing: add 1 rank of Penetrating Burrowing and Senses 3 (Infravision, Direction Sense, Distance Sense); Flight: add 2 ranks of Flight and an Alternate Effect of Swimming 6; Super-Leaping: add 5 ranks of Leaping; SuperMovement: add 2 ranks of Speed and 3 ranks of Leaping • 5 points 11-14 Immortal: Immortality 2, Enhanced Advantage 1 (Diehard) • 5 points 15-17 Like Hitting a Brick Wall: Reaction Damage 1, Penetrating 1 • 5 points 18-20 Pliable Form: Elongation 1 (15 feet); Movement 2 (Permeate, Safe Fall) • 5 points DEFENSE DODGE PARRY FORTITUDE TOUGHNESS WILL +5 +0 +0 +0 +5 POWER POINTS ABILITIES 36 SKILLS 13 POWERS 88 DEFENSES 10 ADVANTAGES 3 TOTAL 150 COMPLICATIONS • Identity: Some Powerhouses keep their identity a secret from the rest of the world. Especially those Powerhouses that can change into and out of their super-powered identity. • Motivation—Acceptance: Those Powerhouses with the Prejudice complication often choose this motivation and become a hero in order to earn a place in “normal” society. An alien Powerhouse may also choose this motivation even if he or she doesn’t look unusual. • Motivation—Patriotism: Many Powerhouses are die-hard patriots and fight to defend or represent their country. • Motivation—Responsibility: Due to their incredible powers, many Powerhouses become heroes because they feel as if they have a responsibility to do so. • Power Loss: Some Powerhouses lose their powers in the presence of a certain substance, while others physically transform from a normal human form and return to it often. • Prejudice: The Powerhouse often looks unusual and struggles with feeling isolated or like an outsider, or even being treated like a monster! • Relationship: The Powerhouse typically has a small group of friends he or she relies on for human contact and friendship. These relationships are very important to the Powerhouse. PSYCHIC Psychic heroes have a wide variety of psionic powers available to them, but they typically concentrate on one category of powers, be they telepathic or telekinetic in origin. Within those broad categories, the Psychic can usually perform a number of powerful feats. Another common type of Psychic is the ninja-like combatant who combines stealth and mental powers to devastating effect. ABILITIES Roll 1d20 once and record the result. 1-8 In-Born: Your powers are due to the fact that you’re a mutant or a member of a psychic race. 9-14 Psychic Warrior: You’ve trained your mind and body to work as one and have tapped into a vast psionic reserve of power. 15-20 Wild Talent: Your abilities sprang seemingly from nowhere, or are the result of an accident or exposure to something, and are quite powerful. Perhaps you’re the next step in human evolution. ABILITIES - IN-BORN STRENGTH AGILITY FIGHTING AWARENESS 0106 STAMINA DEXTERITY INTELLECT PRESENCE 1 244 ABILITIES - PSYCHIC WARRIOR STRENGTH AGILITY FIGHTING AWARENESS 2244 STAMINA DEXTERITY INTELLECT PRESENCE 2220 MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 82 CHAPTER 2: SECRET ORIGINS
ABILITIES - WILD TALENT STRENGTH AGILITY FIGHTING AWARENESS 1216 STAMINA DEXTERITY INTELLECT PRESENCE 1232 ADVANTAGES Roll 1d20 once and record the result. 1-4 Charmed Life: You live a charmed life; maybe you’re just lucky, but maybe it’s low-level psionic influence... who can say? 5-8 Contemplative: You are always calm and controlled. 9-12 Perfect Mind: You use a greater percentage of your mind. 13-16 Thought Leader: You use your abilities to help others reach greater heights. 17-20 Trained Fighter: You know how to fight. ADVANTAGES - CHARMED LIFE Attractive, Fascinate (Persuasion), Luck ADVANTAGES - CONTEMPLATIVE Fearless, Trance, Ultimate Effort (Will checks) ADVANTAGES - PERFECT MIND Eidetic Memory, Jack-of-all-trades, Ultimate Effort (Will checks), ADVANTAGES - THOUGHT LEADER Choose either: Inspire, Leadership, and Teamwork, or Inspire 2 and Leadership or Teamwork ADVANTAGES - TRAINED FIGHTER Improved Initiative, Power Attack, Uncanny Dodge SKILLS Roll 1d20 twice (do not re-roll if you get the same result twice) and record the results. 1-4 Charmer: You’re good with people. 5-8 Dabbler: You dabble in whatever interests you. 9-12 Ninja: You have been trained in the way of the ninja. 13-16 Sneak: You’re sneaky and underhanded when you need to be. 17-20 Student: You’re a high-school, college, or postgraduate student. SKILLS - CHARMER Deception 4, Insight 4, Persuasion 4 SKILLS - DABBLER Expertise: (Choose One) 4, Insight 4, Perception 4 SKILLS - NINJA Acrobatics 4, Perception 4, Stealth 4 SKILLS - SNEAK Deception 4, Perception 4, Stealth 4 SKILLS - STUDENT Expertise: (Choose One) 6, Insight 2, Perception 4 POWERS OFFENSIVE POWERS Roll 1d20 once to determine if you should roll on the Psionic, Mentalist, or Telekinetic table, then roll 1d20 again on that table and record the result. 1-10 Psionic: Take Telepathy, listed immediately below, then roll on the Psionic Table. Telepathy: Mind Reading 5 Linked to Area Mental Communication 3 • 25 points Psionic Table: Roll 1d20 once and record the result as the first power of an array, then roll 1d20 twice and add each result as a 1-point Alternate Effect (reroll if you get the same result as your first roll). 1-3 ESP: Remote Sensing 6 (Normal Visual, Normal Auditory, Mental) • 24 points 4-7 Mental Blast: Perception Range Damage 6, Resisted by Will • 24 points 8-11 Psi-Knife: Damage 8, Penetrating 4, Accurate 4, Resisted by Will • 24 points 12-14 Psionic Invisibility: Concealment 10, Affects Others, Limited—Concealment only works against beings with a brain, Precise, Reach 3 • 24 points 15-17 Sleep Touch: Cumulative Affliction 9 (Resisted by Dodge, Overcome by Will; Fatigued, Exhausted, Asleep), Accurate 3, Insidious, Subtle 2 • 24 points 18-20 Telekinetic Weapon: Damage 8, Accurate 4, Affects Insubstantial 2, Penetrating 8, Reach, Split • 24 points 11-15 Mentalist: Take Telepathy, listed immediately below, then roll on the Mentalist Table as directed. Telepathy: Mind Reading 5 Linked to Area Mental Communication 3 • 25 points Mentalist Table: Roll 1d20 once and record the result as the first power of an array, then roll 1d20 twice and add each result as a 1-point Alternate Effect (re-roll if you get the same result as your first roll). 1-3 ESP: Remote Sensing 6 (Normal Visual, Normal Auditory, Mental) • 24 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 83
11-15 4-5 Induce Blindness: Perception Range Cumulative Affliction 8 (Resisted and Overcome by Will; Visually Impaired, Visually Disabled, Visually Unaware), Limited to one sense • 24 points 6-12 Mental Blast: Perception Range Damage 6, Resisted by Will • 24 points 13-14 Mental Illusions: Illusion 6 (All Senses), Feedback, Resistible by Will, Selective • 24 points 15-16 Mental Paralysis: Perception Range Cumulative Affliction 6 (Resisted and Overcome by Will; Dazed, Stunned, Paralyzed) • 24 points 17-19 Mind Control: Perception Range Cumulative Affliction 6 (Resisted and Overcome by Will; Dazed, Compelled, Controlled) • 24 points 20 Weaken Resolve: Perception Range Weaken Will 8 • 24 points 16-20 Telekinetic: Take Telekinesis, listed immediately below, then roll on the Telekinetic Table. Telekinesis: Move Object 10, Accurate 4 • 24 points Telekinetic Table: Roll 1d20 once and record the result as the first power in an array, then roll 1d20 three times and add each result as a 1-point Alternate Effect (re-roll if you get the same result as your first roll). 1-3 Telekinetic Column: Line Area 2 (60 feet) Damage 8 • 24 points 4-7 Telekinetic Constructs: Create 8, Movable • 24 points 8-12 Telekinetic Bolt: Ranged Damage 10, Accurate 4 • 24 points 13-14 Telekinetic Grab: Ranged Concentration Affliction 10 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile), Accurate 4, Extra Condition, Instant Recovery, Limited Degree • 24 points 15-16 Telekinetic Hammer: Ranged Burst Area Damage 8 • 24 points 17-18 Telekinetic Snare: Ranged Cumulative Affliction 10 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile), Accurate 4, Extra Condition, Limited Degree, Limited— There must be materials about to bind the target • 24 points 19-20 Telekinetic Weapon: Damage 8, Accurate 4, Affects Insubstantial 2, Penetrating 8, Reach, Split • 24 points DEFENSIVE POWERS Roll 1d20 once and record the result. 1-5 Armored Costume and Combat Training: Protection 4, Subtle, Removable (-1 point); Enhanced Advantages 8 (Defensive Attack, Defensive Roll 2, Evasion, Improved Defense, Improved Initiative, Instant Up, Takedown); Enhanced Defenses 8 (Dodge 4, Parry 4) • 20 points 6-10 Precognitive Reactions: Enhanced Advantages 8 (Defensive Roll 4, Evasion 2, Improved Defense, Improved Initiative); Enhanced Defenses 12 (Dodge 6, Parry 6) • 20 points 11-15 Psychokinetic Shield: Protection 10, Impervious 5, Sustained, Linked to Immunity 10 (Mental effects), Limited to Half Effect • 20 points 16-20 Telekinetic Shield: Impervious Protection 10, Sustained • 20 points UTILITY POWERS Roll 1d20 once and record the result. 1-2 Levitation: Flight 2 (8 MPH), Subtle • 5 points 3-6 Mental Awareness: Senses (Mental Awareness, Acute, Detect, Radius, Range) • 5 points 7-8 Telekinetic Flight: Flight 5 (60 MPH), Distracting • 5 points 9-10 Telekinetic Hands: Move Object 2, Precise • 5 points 11-12 Telepathic Translation: Comprehend Languages 3 (Speak, Understand, Understood), Noticeable • 5 points 13-14 Healing: Empathic Healing 4, Stabilize • 5 points 15-16 Inhuman: Immunity 5 (Critical Hits, Disease, Poison, and Choose one environmental condition: Cold, Heat, Pressure, Radiation, Vacuum) • 5 points 17-18 Immortal: Immortality 2; Immunity 1 (Aging) • 5 points 19-20 Space-bending: Teleport 2 (120 feet), Accurate, Distracting, Subtle • 5 points DEFENSE DODGE PARRY FORTITUDE TOUGHNESS WILL +6 +4 +5 +0 +8 POWER POINTS ABILITIES 36 SKILLS 12 POWERS 76 DEFENSES 23 ADVANTAGES 3 TOTAL 150 COMPLICATIONS • Identity: Psychics often keep their identities and the fact that they have powers a secret from the rest of the world. • Motivation—Acceptance: Psychics often become heroes to act as an example of the good psychics can MIX AND MATCH PSYCHIC POWERS The Psychics you can create using these tables tend to be very specialized, especially the Telekinetic and Telepathic. If you’re interested in playing a hero who has both telekinetic and telepathic powers, take the Telepathy power, then take the Telekinesis power as the first power in an array and roll for (or choose) three alternate effects off whichever lists you want. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 84 CHAPTER 2: SECRET ORIGINS
do in the hope of gaining acceptance for him- or herself as well as other psychics. • Motivation—Responsibility: Some Psychics use their powers for good, because they feel they must have been given their powers to help others. • Power Loss: Because mental powers often require some amount of focus; drugs, disorientation of any kind, or noisy settings may prevent a Psychic from using his or her powers. • Quirk—Impressionable: Psychic’s with telepathy may pick up personality traits and attitudes from people they’ve interacted with using their powers. SHAPESHIFTER Shapeshifters include characters who actually change their shape to become animals, machines, mythic creatures, or humanoid monsters, as well as characters who can change their density, grow, shrink (or both!), or stretch to fantastic lengths. ABILITIES Roll 1d20 once and record the result. 1-10 Everyman: You’re an ordinary, everyday Joe. Or you’re an alien being or construct made to look and behave just like you’re an ordinary, everyday Joe. 11-20 Whiz: You’re an inventor, scientist, or incredibly smart. ABILITIES - EVERYMAN STRENGTH AGILITY FIGHTING AWARENESS 2222 STAMINA DEXTERITY INTELLECT PRESENCE 2222 ABILITIES - WHIZ STRENGTH AGILITY FIGHTING AWARENESS 2221 STAMINA DEXTERITY INTELLECT PRESENCE 2070 ADVANTAGES Defensive Roll 3, Move-by Action Take the advantages listed above, then roll 1d20 once and record the result. 1-4 Fast Reaction Speed: You have excellent reaction times. 5-8 Inventor: You love gadgets, especially building them! 9-12 Smart Alec: You never stop talking. Sometimes people want to hit you. 13-16 Spontaneous: You have poor impulse control, which is actually a blessing in combat. 17-20 Wealthy: You inherited or have money of your own somehow. ADVANTAGES - FAST REACTION SPEED Evasion, Improved Initiative ADVANTAGES - INVENTOR Inventor, Skill Mastery (Choose One) ADVANTAGES - SMART ALEC Daze (Deception), Taunt ADVANTAGES - SPONTANEOUS Improved Initiative, Uncanny Dodge ADVANTAGES - WEALTHY Benefit 2 (Independently Wealthy) SKILLS Close Combat: Unarmed 8 Take the skill listed above, then roll 1d20 twice and record the result (do not re-roll if you get the same result). 1-4 Adventurer: You like action and adventure and you have the skills to keep you alive while pursuing them. 5-8 Explorer: You’re well traveled and know how to blaze your own trails. 9-12 Infiltrator: You’re a trained deceiver and infiltrator. 13-16 Investigator: You’re a talented detective. 17-20 Researcher: You’ve been educated in technology and a field of interest. SKILLS - ADVENTURER Athletics 4, Expertise: (Choose One) 4, Perception 4 SKILLS - EXPLORER Athletics 4, Perception 6, Stealth 2 SKILLS - INFILTRATOR Deception 5, Stealth 3, Technology 4 SKILLS - INVESTIGATOR Insight 4, Investigation 4, Perception 4 SKILLS - RESEARCHER Expertise (Choose One) 6, Technology 6 MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 85
POWERS Roll 1d20 once and record the result. 1-3 Shapeshifter: Variable 9 (45 points, for assuming different shapes), Move Action • 72 points 4-8 Size-Changer: Roll 1d20 once or choose Giant Size or Shrinking. You may take the other power as an Alternate Effect by reducing Giant Size’s Powerlifting to only 1 rank and dropping the Impervious extra from Shrinking’s Protection 1. Also, only take the Flight Belt supplied by the Giant Size power. 1-10 Giant Size: Growth 10 (40 feet tall; +10 Str, +10 Sta, -5 Dodge, -5 Parry, -10, Stealth, +5 Intimidation, +1 Speed), Continuous, Linked to Enhanced Advantages 8 (Accurate Attack, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Interpose, Power Attack, Ultimate Effort (Toughness checks)) and Enhanced Defenses -4 (Dodge 1, Parry 1, Fortitude -6; Fortitude only negates the last 6 ranks of Growth) and Enhanced Presence 6 and Enhanced Skill 1 (Close Combat: Unarmed -2, Intimidation +4) and Immunity 5 (Bullets) and Impervious Toughness 12 and Protection 1 and Powerlifting 2; Flight Harness (Flight 6 (120 MPH), Limited—Not when grown, Removable (-1 point)) • 72 points 11-20 Shrinking: Shrinking 12 (6 inches tall; +6 Dodge, +6 Parry, +12 Stealth, -6 Intimidation, -1 Speed), Continuous, Normal Strength, Linked to Damage 8, Limited—Growth Punch (1 rank of Damage per rank of Shrinking you grow up from) and Enhanced Advantages 10 (Evasion 2, Hide in Plain Sight, Improved Defense, Improved Trip, Power Attack, Redirect, Set-up, Taunt, Ultimate Effort (Dodge checks)) and Impervious Protection 1; Flight Harness (Flight 5 (60 MPH), Removable (-2 points)) • 72 points 9-13 Density-Changer: Roll 1d20 once or choose Density Increase or Density Decrease. You may take the other power as an Alternate Effect by eliminating Density Increase’s Foot Stomp power and dropping one rank from Density Decrease’s Set-up advantage. 1-10 Density Increase: Growth 5 (3 tons; +5 Str, +5 Sta), Density (does not modify defenses, size, speed, or skills), Continuous, Linked to Enhanced Abilities 10 (Enhanced Stamina 5, Enhanced Strength 5, 1 rank of Stamina and Strength per rank of Growth (Density) active), Enhanced Advantages 8 (All-out Attack, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Interpose, Power Attack, Ultimate Effort (Toughness checks)) and Enhanced Advantages -3 (Defensive Roll -3) and Enhanced Defenses -6 (Fortitude -6; Fortitude only negates 3 ranks of Growth and 3 ranks of Enhanced Stamina) and Enhanced Skill -1 (Close Combat: Unarmed -2) and Immunity 17 (Life Support, Bullets, Critical Hits) and Impervious Toughness 12; Like Hitting a Brick Wall (Reaction Damage 1, when hit); Foot Stomp (Line Area Damage 10, you and target must be on the same surface (this is a 1-point Alternate Effect of Strength 10 or higher)); Flight Harness (Flight 6 (120 MPH), Limited—Not when Growth (Density) is active, Removable (-1 point)) • 72 points 11-20 Density Decrease: Insubstantial 4 (Incorporeal, affected by magic), Reaction, Linked to Flight 1 (4 MPH), Limited to air-walking, and Immunity 10 (Life Support), Quirk: immunity to suffocation requires holding breath, and Concealment 1 (Hearing), Continuous; Disruption Attacks: Array (24 points), Incorporeal Weapon (Affects Corporeal Damage 12, Resisted by Fortitude, Limited to the Toughness of object used as weapon), AE: Disrupt Electronics (Close Range Affects Corporeal Nullify 12 (electronics), Simultaneous), AE: Disrupt Synapses (Affects Corporeal Affliction 12 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated); Innate Understanding of Powers (Enhanced Advantages 13 (Close Attack 6, Defensive Roll 2, Hide in Plain Sight, Redirect, Set-up 2, Teamwork), Enhanced Skill -4 (Close Combat: Unarmed -8) (Note: the Innate Understanding of Powers abilities only work when no powers are active or when Density Decrease is active) • 72 points 14-16 Specific Shapeshifter: Variable 9 (45 points, for assuming different shapes), Continuous, Limited (Choose one type of entity you can turn into: Animals, Machines, Humanoids, Aliens, etc.), Move Action • 72 points 17-20 Stretcher: Strength-based Damage 6; Elongation 8 (1,800 feet); Enhanced Advantages 14 (Accurate Attack, Chokehold, Close Attack 2, Evasion, Fast Grab, Improved Grab, Improved Hold, Improved Trip, Interpose, Power Attack, Precise Attack (Close; Cover), Takedown 2); Enhanced Skill 4 (Close Combat: Grab +8); Impervious Toughness 8, Limited—Physical Impact Damage; Insubstantial 1 (Liquid), Precise; Morph 2 (Humanoid Forms), Distracting; Movement 6 (Environmental Adaptation - Tight Spaces, Safe Fall, Slithering, Sure-footed, Swinging, Wall-crawling); Protection 7; Speed 3 (16 MPH) • 72 points DEFENSE DODGE PARRY FORTITUDE TOUGHNESS WILL +6 +6 +6 +0 +6 POWER POINTS ABILITIES 32 SKILLS 16 POWERS 72 DEFENSES 24 ADVANTAGES 6 TOTAL 150 COMPLICATIONS • Fame: Many Shapeshifters (especially heroic ones) don’t worry about hiding their identities and are often well known to the public. • Motivation—Acceptance: Alien, robotic, or artificial life form Shapeshifters often become heroes to win acceptance from the people of their new world. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 86 CHAPTER 2: SECRET ORIGINS
• Motivation—Doing Good: Some Shapeshifters are heroes because it’s the right thing to do. • Motivation—Recognition: Shapeshifters sometimes become heroes in order to receive praise or fame. • Motivation—Thrills: Many Shapeshifters become heroes because they enjoy the action and adventure... and their powers often keep them from any lasting injury. • Relationships: Shapeshifters often have close friends and family around them. SPEEDSTER Speedsters can move great distances in little or no time. They do this either by running or flying at superhuman speeds, or by instantly transporting themselves from one place to another. Because of their great speed, Speedsters seldom need ranged powers. Speedsters are also able to use their movement mode to break the laws of physics in ways even other fast superheroes are incapable of doing. ABILITIES Roll 1d20 once and record the result. 1-10 Veteran: You’re an experienced hero who has come into his own. 11-15 Youth: You’re still just an impulsive kid, new to the scene and experimenting with your powers. 16-20 Old-Timer: You’ve seen a lot more than most heroes, but you’re not quite ready to hang up your cleats. ABILITIES - VETERAN STRENGTH AGILITY FIGHTING AWARENESS 2442 STAMINA DEXTERITY INTELLECT PRESENCE 2312 ABILITIES - YOUTH STRENGTH AGILITY FIGHTING AWARENESS 1542 STAMINA DEXTERITY INTELLECT PRESENCE 1502 ABILITIES - OLD-TIMER STRENGTH AGILITY FIGHTING AWARENESS 1353 STAMINA DEXTERITY INTELLECT PRESENCE 1223 MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 87
ADVANTAGES Roll 1d20 once and record the result. 1-5 Fighter: You were trained in combat. 6-10 Nimble: You are quick-footed. 11-15 Prodigy: You have learned a little bit of everything. 16-20 Team-Player: You have experience working as part of a super-team. ADVANTAGES - FIGHTER Close Attack 2, Equipment (Sword or other melee weapon) ADVANTAGES - NIMBLE Evasion, Instant Up, Move-by Action ADVANTAGES - PRODIGY Beginner’s Luck, Eidetic Memory, Well-informed ADVANTAGES - TEAM-PLAYER Interpose, Set-up, Teamwork SKILLS Roll 1d20 twice (do not re-roll if you get the same result twice) and record the results. 1-4 Athlete: You are a trained athlete. 5-8 Charmer: People like you. 9-12 Police: You work in law enforcement. 13-16 Scientist: You are an expert in a field of science. 17-20 Thief: You’ve operated outside the law. SKILLS - ATHLETE Acrobatics 4, Athletics 8, Perception 4 SKILLS - CHARMER Deception 6, Insight 4, Persuasion 6 SKILLS - POLICE Insight 4, Investigation 6, Perception 6 SKILLS - SCIENTIST Expertise: (Choose One) 6, Technology 6, Vehicles 4 SKILLS - THIEF Deception 4, Stealth 6, Technology 6 POWERS MOVEMENT POWERS Roll 1d20 once and record the result. 1-10 Running: Roll 1d20 once: 1-10 Gravity-Defying Runner: Movement 3 (Wall-crawling 2, Water Walking), Limited to While Moving; Quickness 10; Speed 15 (64,000 MPH) • 28 points 11-15 Rapid Metabolism: Immunity 1 (Poison); Quickness 11; Regeneration 5; Speed 11 (4,000 MPH) • 28 points 16-20 Time-Traveler: Movement 3 (Time Travel—any time); Quickness 10; Senses 4 (Precognition), Check Required (Intellect or Expertise: History); Speed 10 (2,000 MPH) • 28 points 11-15 Flying: Roll 1d20 once: 1-5 Cosmic Speedster: Flight 9 (1,000 MPH); Immunity 6 (cold, heat, radiation, suffocation, vacuum); Movement 2 (Environmental Adaptation—Zero-G; Space Travel 1) • 28 points 6-15 Hypersonic: Flight 14 (32,000 MPH) • 28 points 16-20 Hyper-Speed: Flight 10 (2,000 MPH); Quickness 8 • 28 points 16-20 Teleporting: Roll 1d20 once: 1-5 Dimensional Walker: Movement 3 (Dimension Travel—any dimension); Teleport 11 (8 miles) • 28 points 6-10 Proximal: Teleport 9 (2 miles), Accurate, Turnabout • 28 points 11-15 Transmit: Teleport 9 (2 miles), Easy, Extended (500 miles), Medium (Choose One), Turnabout • 28 points 16-20 World-Walker: Teleport 9 (2 miles), Extended (500 miles), Turnabout • 28 points OFFENSIVE POWERS Speedster Stunts: Array (20 points plus 1 point of Alternate Effect) Roll 1d20 once and record the result as the first power in the Speedster Stunts array. Then roll on the following table. 1-2 Disruption: Penetrating Damage 9, Accurate 2 • 20 points 3-4 Kinetic Theft: Ranged Affliction 9 (Resisted and Overcome by Will; Hindered, Immobile, Paralyzed), Accurate 2 5-10 Rapid Attack: Selective Multiattack Damage 6, Accurate 2 • 20 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 88 CHAPTER 2: SECRET ORIGINS
11-14 Rapid Fire: Selective Ranged Multiattack Damage 4, Accurate 4 • 20 points 15-18 Sonic Boom: Burst Area Damage 10 • 20 points 19-20 Vertigo Attack: Cumulative Affliction 9 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated), Accurate 2 • 20 points Roll 1d20 once and add the power to the Speedster Stunts array as an Alternate Effect 1-4 Air Control: Cone Area Move Object 10, Close Range • 1 point 5-6 Anchor: Simultaneous Nullify Movement Effects 10 • 1 point 7-8 Phase Shift: Insubstantial 4 • 1 point 9-10 Temporal/Dimensional Duplicate: Summon Duplicate 10, Active, Feedback • 1 point 11-20 Roll on the table above instead (re-roll if you get the same result as earlier) • 1 point DEFENSIVE POWERS Roll 1d20 once and record the result. 1-4 Bullet: Enhanced Defenses 12 (Dodge 6, Parry 6); Protection 8, Impervious • 28 points 5-12 Hard Target: Enhanced Advantages 6 (Defensive Roll 3, Improved Initiative 3), Enhanced Defenses 22 (Dodge 11, Parry 11) • 28 points 13-16 Natural Selection: Enhanced Agility 2, Enhanced Stamina 2, Enhanced Defenses 20 (Dodge 10, Parry 10) • 28 points 17-20 Too Fast to Follow: Concealment 4 (visual), Limited to While Moving; Enhanced Advantages 4 (Defensive Roll 2, Improved Initiative 2); Enhanced Defenses 20 (Dodge 10, Parry 10) • 28 points DEFENSE DODGE PARRY FORTITUDE TOUGHNESS WILL +0 +0 +7 +0 +7 POWER POINTS ABILITIES 40 SKILLS 16 POWERS 77 DEFENSES 14 ADVANTAGES 3 TOTAL 150 COMPLICATIONS • Power Loss: Your powers might come from some extradimensional source from which you could be cut off. • Quirk: Speedsters often find the mundane world moves too slowly for their tastes or are incredibly hot-headed. • Relationships: Speedsters often rely on their friends, relatives, or loved ones to stay grounded. SUMMONER The Summoner is an archetype that covers a lot of ground, from heroes who create duplicates of themselves to those who animate images, summon otherworldly creatures, or create minions out of thin air. In order to make the Summoner fit into this book, these tables produce a duplicator (who summons duplicates of him- or herself) or a summoner whose summoned creatures are minions with decent combat abilities. There are a few options for the duplicator: a Martial Artist, and Energy Controller, and a Powerhouse. These are only examples of the sorts of duplicators you can use and you are free to swap points around to change your duplicating Martial Artist into a duplicating Battlesuit, Crime Fighter, Weapon Master or any other archetype, just be sure the duplicates remain within their power level limits (117 points and PL8 for Twin or 100 points and PL7 for Triplets, plus the cost of the Summon power). Note that on the tables below, things are a bit different than for the other archetypes in this book. Follow the instructions and it should be clear. The change is necessary because the Summon power your character has influences the number of points available to spend on other sections of the character. ABILITIES Roll 1d20 once and record the result. 1-10 Duplicator: You can summon duplicates of yourself. 11-20 Summoner: You can summon creatures from other dimensions or seemingly from nowhere. ABILITIES - DUPLICATOR Skip to the Duplicator Powers table in the Powers section. Your character has the same Abilities as his or her summoned duplicate. ABILITIES - SUMMONER STRENGTH AGILITY FIGHTING AWARENESS 2224 STAMINA DEXTERITY INTELLECT PRESENCE 4244 POWERS PRIMARY POWER - DUPLICATOR Roll 1d20 once on this table if you have the Duplicator set of Abilities to determine if you summon a Twin (a single duplicate) or Triplets (two duplicates). Then roll a MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 89
d20 once on that table to determine if your base form and duplicates are Energy Controllers, Martial Artists, or Powerhouses. Your base form has the same abilities, powers, advantages, skills, defenses, and totals as the summoned characters, but with the addition of the Summon Twin or Summon Triplets power. 1-10 Summon Twin: Summon 8 (One PL8, 120 point duplicate), Heroic, Mental Link • 33 points 1-6 ENERGY CONTROLLER TWIN PL 8 STR 1 AGL 2 FGT 1 AWE 2 STA 2 DEX 4 INT 0 PRE 2 Powers: Energy Control (Array (16 points), Energy Blast (Ranged Damage 8), AE: Energy Explosion (Ranged Burst Area Damage 5), AE: Energy Bolts (Ranged Multiattack Damage 5), AE: Dazzle (Cumulative Ranged Affliction 8 (Resisted by Dodge and Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision); Energy Field (Sustained Protection 6 Linked to Reaction Damage 2, Precise); Energy Flight (Flight 6 (120 MPH)); Energy Immunity (Immunity 1 (Immune to own powers)); Transform (Quick Change (Feature 1, change into costume as a free action)) Advantages: Accurate Attack, Power Attack, Set-up, Teamwork Skills: Acrobatics 4 (+8), Athletics 4 (+5), Expertise (Choose One) 4 (+4), Perception 4 (+6), Ranged Combat: Energy Control 4 (+8) Offense: Init +4, Energy Blast +8 (Ranged, Damage 8 or other effects), Unarmed +1 (Close, Damage 1) Defense: Dodge 8, Parry 8, Fort 8, Tou 8, Will 8 Totals: Abilities 32 + Powers 50 + Advantages 2 + Skills 10 + Defenses 23 = 117 Note: Roll on the Energy Controller archetype’s Energy Descriptors table to determine the type of energy you control. 7-13 MARTIAL ARTIST TWIN PL 8 STR 1 AGL 5 FGT 10 AWE 2 STA 4 DEX 5 INT 1 PRE 0 Equipment: Smartphone, Flashlight, Motorcycle, Restraints, Swingline (Movement 1 (Swinging)), Tonfa (Strength-based Damage 2, Reach 1), AE: Throwing Disks (Ranged, Strength-based Damage 1) Advantages: Chokehold, Daze (Deception), Defensive Roll 2, Equipment 4, Evasion, Improved Initiative, Instant Up, Power Attack, Quick Draw, Set-up, Teamwork Skills: Acrobatics 7 (+12), Athletics 6 (+10), Deception 8 (+8), Expertise (Choose One) 7 (+8), Perception 6 (+8), Ranged Combat (Throwing Disks) 5 (+10), Stealth 7 (+12), Vehicles 4 (+9) Offense: Init +9, Throwing Disks +10 (Ranged, Damage 5), Tonfa +10 (Close, Damage 6), Unarmed +10 (Close, Damage 4) Defense: Dodge 10, Parry 10, Fort 8, Tou 6/4, Will 8 Totals: Abilities 62 + Powers 0 + Advantages 15 + Skills 25 + Defenses 15 = 117 14-20 POWERHOUSE TWIN PL 8 STR 9 AGL 0 FGT 6 AWE 0 STA 8 DEX 0 INT 0 PRE 2 Powers: Foot Stomp (Line Area Damage 8, Limited—Must be on same surface as target); Super-Movement (Leaping 6 (500 feet), Speed 3 (16 MPH)); Super-Tough (Immunity 10 (Life Support), Impervious Toughness 8, Protection 2, Regeneration 1) Advantages: Accurate Attack, All-out Attack, Close Attack, Diehard, Fast Grab, Set-up, Takedown, Teamwork Skills: Athletics 3 (+12), Intimidation 6 (+8), Perception 5 (+5) Offense: Init +0, Unarmed +7 (Close, Damage 9) Defense: Dodge 6, Parry 6, Fort 10, Tou 10, Will 6 Totals: Abilities 50 + Powers 38 + Advantages 8 + Skills 7 + Defenses 14 = 117 11-20 Summon Triplets: Summon 7 (Two PL7, 105 point duplicates), Heroic, Horde, Mental Link, Multiple Minions 1 (2 duplicates) • 50 points 1-6 ENERGY CONTROLLER TRIPLETS PL 7 STR 1 AGL 4 FGT 1 AWE 2 STA 2 DEX 4 INT 0 PRE 2 Powers: Energy Control (Array (14 points), Energy Blast (Ranged Damage 7), AE: Energy Explosion (Ranged Burst Area Damage 4), AE: Energy Bolts (Ranged Multiattack Damage 4), AE: Dazzle (Cumulative Ranged Affliction 7 (Resisted by Dodge and Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision); Energy Field (Sustained Protection 5); Energy Flight (Flight 6 (120 MPH)); Transform (Quick Change (Feature 1, change into costume as a free action)) Advantages: Accurate Attack, Power Attack, Set-up 2, Teamwork Skills: Acrobatics 4 (+8), Athletics 4 (+5), Expertise (Choose One) 4 (+4), Perception 3 (+5), Ranged Combat: Energy Control 3 (+7) Offense: Init +4, Energy Blast +7 (Ranged, Damage 7 or other effects), Unarmed +1 (Close, Damage 1) Defense: Dodge 7, Parry 7, Fort 7, Tou 7, Will 7 Totals: Abilities 32 + Powers 35 + Advantages 5 + Skills 9 + Defenses 19 = 100 Note: Roll on the Energy Controller archetype’s Energy Descriptors table to determine the type of energy you control. 7-13 MARTIAL ARTIST TRIPLETS PL 7 STR 4 AGL 5 FGT 10 AWE 2 STA 4 DEX 5 INT 1 PRE 0 Advantages: Daze (Deception), Improved Initiative, Power Attack, Set-up 2, Teamwork Skills: Acrobatics 6 (+11), Athletics 6 (+10), Deception 8 (+8), Expertise (Choose One) 7 (+8), Perception 5 (+7), Stealth 6 (+11) Offense: Init +9, Unarmed +10 (Close, Damage 4) Defense: Dodge 10, Parry 10, Fort 7, Tou 4, Will 7 Totals: Abilities 62 + Powers 0 + Advantages 6 + Skills 19 + Defenses 13 = 100 MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 90 CHAPTER 2: SECRET ORIGINS
14-20 POWERHOUSE TRIPLETS PL 7 STR 8 AGL 0 FGT 6 AWE 0 STA 8 DEX 0 INT 0 PRE 2 Powers: Foot Stomp (Line Area Damage 7, Limited—Must be on same surface as target); Super-Movement (Leaping 6 (500 feet)); Super-Tough (Immunity 10 (Life Support), Impervious Toughness 4) Advantages: Accurate Attack, All-out Attack, Diehard, Fast Grab, Set-up 2, Takedown, Teamwork Skills: Athletics 3 (+11), Intimidation 4 (+6), Perception 5 (+5) Offense: Init +0, Unarmed +6 (Close, Damage 8) Defense: Dodge 6, Parry 6, Fort 8, Tou 8, Will 6 Totals: Abilities 48 + Powers 26 + Advantages 8 + Skills 6 + Defenses 12 = 100 PRIMARY POWER - SUMMONER Roll 1d20 once on this table if you have the Summoner set of Abilities and record the result. 1-7 Imaginary Friend: Summon 10 (One PL10, 150-point character; Choose or roll up another character using the tables in this book and use that as your summoned creature. Note: the summoned creature may not have minions, a headquarters, or any other traits the GM decides are outside the scope of the Summon power), Controlled, Heroic, Mental Link • 51 points Roll 1d20 once and record the result. (Only roll on this table if you Summon the Imaginary Friend.) 1-4 Invisibility: Concealment 10 (All senses), Blending • 10 points 5-8 Lucky: Luck Control 2 (Force a re-roll, Negate luck), Luck 4 • 10 points 9-12 Mimic: Variable 2 (10 points), Limited—Can only mimic a trait of Imaginary Friend, Increased Action (Standard), Tiring • 10 points 13-16 Shapechange: Morph 2 (Humanoids) • 10 points 17-20 Projections: Create 5 • 10 points 8-14 Summon Animals: Summon 4 (Sixteen PL4, 60-point minions; You can summon up to 16 animals with a cost of 60 power points or less (see the Hero’s Handbook for sample animals)), Active, Broad Type (Animals), Controlled, Horde, Mental Link, Multiple Minions 4 (16 minions) • 61 points 15-20 Summon Minions: Summon 6 (Eight PL6, 90-point minions), Controlled, Multiple Minions 3 (8 minions), Horde, Mental Link • 61 points Roll 1d20 once to determine what sort of minions you summon and record the result. 1-7 NINJA PL6 STR 2 AGL 4 FGT 7 AWE 2 STA 2 DEX 4 INT 0 PRE 0 Powers: Leaping 2 (30 feet); Movement 2 (Swinging, Wall-crawling); Speed 2 (8 MPH) 15-20 Equipment: Bow (Ranged Damage 3), Club (Strength-based Damage 2), Knife (Strength-based Damage 1, Improved Critical), Nunchaku (Strength-based Damage 2, Improved Critical), Shuriken (Ranged Multiattack Damage 1), Sword (Strength-based Damage 3, Improved Critical) Advantages: Equipment 4, Evasion, Hide in Plain Sight, Quick Draw Skills: Acrobatics 6 (+10), Athletics 6 (+8), Perception 3 (+5), Ranged Combat (Ninja Weapons) 3 (+7), Sleight of Hand 4 (+8), Stealth 10 (+14) Offense: Init +4, Bow +7 (Ranged, Damage 3), Sword +7 (Close, Damage 5, Crit. 19-20), Unarmed +7 (Close, Damage 2) Defense: Dodge 10, Parry 10, Fort 6, Tou 2, Will 6 Totals: Abilities 42 + Powers 8 + Advantages 7 + Skills 16 + Defenses 17 = 90 8-14 ROBOTS PL 6 STR 8 AGL 2 FGT 2 AWE 0 STA — DEX 0 INT — PRE — Powers: Armored Chassis (Protection 10, Impervious 8); Built-in Repeating Blaster (Ranged Multiattack Damage 4, Accurate 4), AE: Stun Gun (Ranged Cumulative Affliction 4; Resisted by Dodge, Overcome by Fortitude; Dazed, Stunned, Incapacitated; Accurate 4); Jetpack (Flight 6 (120 MPH)); Robot (Immunity 30 (Fortitude Effects)); Self-repair Systems (Regeneration 1); Sensors (Senses 3 (Darkvision, Radio)) Advantages: Close Attack 2, Interpose Skills: Athletics 7 (+15), Perception 5 (+5), Vehicles 12 (+12) Offense: Init +2, Built-in Repeating Blaster +8 (Ranged, Multiattack Damage 4), Stun Gun +8 (Ranged, Cumulative Affliction 4, Resisted by Dodge, Overcome by Fortitude), Unarmed +4 (Close, Damage 8) Defense: Dodge 2, Parry 2, Fort Immune, Tou 10, Will None Totals: Abilities -6 + Powers 81 + Advantages 3 + Skills 12 + Defenses 0 = 90 WHY ARE MY DUPLICATES A FEW POINTS SHORT? The idea behind the duplicates (the Twin and Triplets, not any of the other Summon powers) is that they’re exactly the same as the hero of which they’re duplicates. The way the points work out between the main character and their summoned duplicates means the Twin is 3 points short of the total allowed by its power level and the Triplets are 5 points short. As the hero gains experience (up to 3 for the Twin and 5 for the Triplets) you can purchase new abilities for your hero and add the same abilities to your duplicates without affecting the cost or rank of the Summon power. Once your hero earns more power points, however, you’ll need to buy up his or her Summon power to keep the main character and the duplicates exactly the same. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 91
15-20 15-20 SHADOWS PL 6 STR 4 AGL 0 FGT 6 AWE 0 STA — DEX 0 INT 0 PRE 0 Powers: Claws (Strength-based Damage 2, Affects Corporeal), Float (Flight 1 (4 MPH), Shadow Form (Immunity 30 (Fortitude Effects), Insubstantial 4 (Incorporeal; Innate; Permanent), Protection 4, Strength Affects Corporeal) Skills: Perception 4 (+4), Stealth 12 (+12) Offense: Init +0, Claws +6 (Close, Damage 6) Defense: Dodge 6, Parry 6, Fort Immune, Tou 4, Will 5 Totals: Abilities 10 + Powers 61 + Advantages 0 + Skills 8 + Defenses 11 = 90 ADVANTAGES SUMMONER Defensive Roll 4 and Choose One: Artificer, Ritualist, or Inventor SKILLS SUMMONER Perception 4, Stealth 4, and Choose One Expertise: Magic 6 or Technology 6 DEFENSE SUMMONER DODGE PARRY FORTITUDE TOUGHNESS WILL +10 +8 +4 +0 +7 POWER POINTS* ABILITIES 48 SKILLS 7 POWERS 61 DEFENSES 29 ADVANTAGES 5 TOTAL 150 *These numbers are for the Summoner only; for the Duplicator, use the totals listed for the appropriate Twin or Triplets, then add the points for the Summon power. COMPLICATIONS • Motivation—Acceptance: The Summoner has unusual abilities that make him or her an outsider. He or she uses those powers to gain acceptance. • Motivation—Doing Good: Some Summoners are heroes because they believe it’s the right thing to do. • Motivation—Responsibility: With the powers they’ve been given, some Summoners believe it’s their responsibility to help others. • Motivation—Thrills: Outside of their Summon ability, many Summoners don’t have a lot of powers. Some may find the constant threat of danger to be a bit much, but not this Summoner! The more danger, the better! • Power Loss: Summoners may need to speak or move their hands in order to summon their minion(s). When these Summoners are bound and/or gagged, they lose their powers. • Relationship: A Summoner may have friends or family to whom he’s responsible—but it may be that the Summoner needs to keep his summoned creature(s) happy as well. The Summoner may have Controlled minions, but that doesn’t mean he can be mean to them and still expect them to show up! • Secret: The Summoner’s minions and abilities come from somewhere; what if their origin is particularly dark or dangerous? The Summoner would certainly want to keep that secret private as long as possible. SUPERNATURAL CREATURE Supernatural Creatures are fantastical beings out of folktales and scary stories. They’re generally regarded as urban legends in comic books, but when they exist, their powers place them on par with other superhumans. They draw their powers from a mystical or infernal source, although some Supernatural Creatures have a scientific origin or explanation for their powers. ABILITIES Roll 1d20 once and record the result. 1-7 Demon: You are a creature from the nether realms, such as a hellspawn, revenant, or incubus. 8-14 Vampire: You are an undead creature that survives by preying on others and you possess supernatural powers. 15-20 Werewolf: You have features of both man and wolf. ABILITIES - DEMON STRENGTH AGILITY FIGHTING AWARENESS 8382 STAMINA DEXTERITY INTELLECT PRESENCE 7102 ABILITIES - VAMPIRE STRENGTH AGILITY FIGHTING AWARENESS 6582 STAMINA DEXTERITY INTELLECT PRESENCE -222 MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 92 CHAPTER 2: SECRET ORIGINS
ABILITIES - WEREWOLF STRENGTH AGILITY FIGHTING AWARENESS 7493 STAMINA DEXTERITY INTELLECT PRESENCE 6101 ADVANTAGES Roll 1d20 once and record the result. 1-5 Aristocrat: You used your powers to gain wealth and social status. 6-10 Heartthrob: People are attracted to your dark and handsome looks. 11-15 Savage: You delight in your strength and power. 16-20 Wilder: You are comfortable in the wild and possibly more bestial or feral than others of your kind. ADVANTAGES - ARISTOCRAT Benefit 2 (Wealthy), Equipment 2 (Lair Headquarters) Lair Headquarters—Size: Large, Toughness: 10; Features: Concealed or Secret, Defense Systems or Deathtraps, Laboratory or Workshop, Library, Living Space, Security System • 10 points ADVANTAGES - HEARTTHROB Attractive, Daze (Deception), Fascinate (Choose One: Deception or Persuasion), Inspire ADVANTAGES - SAVAGE Agile Feint, Evasion, Great Endurance, Power Attack ADVANTAGES - WILDER Animal Empathy, Great Endurance, Favored Environment (Choose One), Track SKILLS Roll 1d20 once and record the result. 1-4 Bestial: You are feral and powerful. 5-8 Mysterious: You are enigmatic and secretive. 9-12 Refined: You are experienced with the finer things in… life. 13-16 Teen: You are young and exploring your newfound powers. 17-20 Tempter: You are cunning and deceitful. SKILLS - BESTIAL Athletics 6, Intimidation 12, Perception 6 SKILLS - MYSTERIOUS Deception 8, Perception 8, Stealth 8 SKILLS - REFINED Expertise (Choose One) 4, Insight 4, Perception 6, Persuasion 10 SKILLS - TEEN Deception 8, Expertise: Popular Culture 4, Expertise: Streetwise 4, Perception 4, Technology 4 SKILLS - TEMPTER Deception 12, Insight 6, Perception 6 POWERS OFFENSIVE POWERS Roll 1d20 once and record the result, then roll on the Demon, Vampire, or Werewolf table below depending on which set of Abilities you rolled. 1-6 Brutish Strength: Enhanced Strength 4 • 8 points 7-12 Devilish Speed: Enhanced Advantages 6 (Close Attack 4, Improved Initiative 2); Quickness 2 • 8 points 13-20 Supernatural Might: Enhanced Strength 2; Powerlifting 2; Enhanced Advantages 2 (Close Attack 2) • 8 points DEMON Demonic Physiology: Protection 3 • 3 points PRIMARY POWERS Hellfire Control: Array (20 points plus 1 Alternate Effect) • 21 points total Roll 1d20 once and record the result as the first power in the Hellfire Control array, then roll again (re-roll if you get the same result on the second roll) and add the result to the Hellfire Control array as a 1-point Alternate Effect. 1-3 • Fire Breath: Cone Area Damage 10 • 20 points 4-6 • Flaming Body: Reaction Damage 5 • 20 points 7-11 • Hellfire Blast: Ranged Damage 8, Accurate 4 • 20 points 12-14 • Hypnosis: Perception Ranged Affliction 10 (Resisted and Overcome by Will; Entranced, Compelled, Controlled), Visual Sense-Dependent • 20 points 15-17 • Punishing Gaze: Perception Ranged Affliction 10 (Resisted and Overcome by Will; Dazed, Stunned, Incapacitated), Visual Sense-Dependent • 20 points 18-20 • Shapechange: Morph 4 (any form) • 20 points DEFENSIVE POWERS 1-5 Hellfire Form: Insubstantial 3 (Hellfire) • 15 points 6-10 Immortal: Immortality 5, Regeneration 5 • 15 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 93
11-20 Supernatural Resistance: Roll 1d20 three times (re-roll if you get the same result twice) and record the results. 1-3 Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) • 5 points 4-6 Immunity 5 (Disease, Poison, Starvation and Thirst, Suffocation) • 5 points 7-8 Immunity 5 (Alteration effects) • 5 points 9-10 Immunity 5 (Cold damage) • 5 points 11-12 Immunity 5 (Electricity damage) • 5 points 13-14 Immunity 5 (Emotion effects) • 5 points 15-17 Immunity 5 (Fire damage) • 5 points 18-20 Immunity 5 (Magic damage) • 5 points MOVEMENT POWER Roll 1d20 once and record the result. 1-4 Demonic Cape: Flight 6 (120 MPH), Gliding, Removable (-1 point) • 5 points 5-10 Demonic Movement: Leaping 2 (30 feet); Speed 3 (16 MPH) • 5 points 11-16 Giant Bat Wings: Flight 5 (60 MPH), Wings • 5 points 17-20 Hellrider: Movement 2 (Wall-crawling, Water Walking), Limited to While Moving; Speed 6 (120 MPH), Activation (standard action, -2 points), Removable (-1 point) • 5 points VAMPIRE Blood Drain: Regeneration 10, Source (Blood) • 5 points PRIMARY POWERS Roll 1d20 once and record the result. 1-5 Living Vampire: Enhanced Stamina 13; Immunity 4 (aging, disease, need for sleep, poison); Impervious Toughness 8 • 38 points 6-20 Undead Invulnerability: Immunity 30 (Fortitude effects); Impervious Protection 8, Limited—Not against blessed or magical weapons • 38 points UTILITY POWERS I Roll 1d20 once and record the result. 1-6 Children of the Night: Summon 2 (Bats, Rats, and Wolves), Horde, Mental Link, Multiple Minions 3 (8 minions), Sacrifice • 20 points 7-12 Dominate: Perception Ranged Affliction 10 (Resisted and Overcome by Will; Entranced, Compelled, Controlled), Visually Sense-Dependent • 20 points 13-20 Mist Form: Insubstantial 2, Linked to Flight 5 (60 MPH) • 20 points UTILITY POWERS II Roll 1d20 once and record the result. 1-7 Eyes of Darkness: Senses 2 (Darkvision) • 2 points 8-14 Spider-Climb: Movement 1 (Wall-crawling) • 2 points 15-20 Vampire Bite: Weaken Stamina 4, Grab-based • 2 points WEREWOLF OFFENSIVE POWERS Thick Skin: Protection 3; Impervious Toughness 9, Limited—Not versus magical or silver weapons • 9 points Roll 1d20 once and record the result. 1-10 Brother to Wolves: Summon 2 (Wolves and Dogs), Horde, Mental Link, Multiple Minions 3 (8 minions), Sacrifice • 20 points 11-20 Deathly Howl: Auditory Perception Area Affliction 10 (Resisted and Overcome by Will; Dazed and Impaired, Disabled and Stunned), Extra Condition, Limited Degree • 20 points UTILITY POWERS Roll 1d20 three times (re-roll if you get the same result twice) and record the results. 1-4 Human Transformation: Morph 1 (Human Form) • 5 points 5-8 Loping Movement: Leaping 2 (30 feet); Speed 3 (16 MPH) • 5 points 9-12 Sharp Claws: Penetrating 5 on Strength Damage • 5 points 13-16 Wolf Senses: Senses 5 (Danger Sense, Low-light Vision, Acute and Tracking Olfactory, UltraHearing) • 5 points 17-20 Wolf Transformation: Morph 1 (Wolf Form) • 5 points DEFENSE DEMON/WEREWOLF DODGE PARRY FORTITUDE TOUGHNESS WILL +7 +2 +5 +0 +6 VAMPIRE DODGE PARRY FORTITUDE TOUGHNESS WILL +7 +2 +0 +0 +8 POWER POINTS ABILITIES 62/44* SKILLS 12 POWERS 52/73* DEFENSES 20/17* ADVANTAGES 4 TOTAL 150 MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 94 CHAPTER 2: SECRET ORIGINS
*If you rolled Vampire for Abilities, then you have Abilities 44, Powers 73, and Defenses 17; otherwise, you have Abilities 62, Powers 52, and Defenses 20. COMPLICATIONS • Motivation—Acceptance: The Supernatural Creature is usually an outcast. • Motivation—Doing Good: Some Supernatural Creatures attempt to go against the grain and use their powers for good. • Power Loss: Some Supernatural Creatures only have their powers at night, or lose their powers when on holy ground or when they assume human form... if they have one. • Quirk—Angst: The Supernatural Creature often feels great anguish over its lost humanity. • Reputation: Most humans regard Supernatural Creatures with fear and hatred as a result of folklore and myth. • Weakness: Supernatural Creatures may be vulnerable to holy weapons. Others may be unable to function in sunlight. TOTEM The Totem is a superhero whose powers are closely tied to a particular animal. The Totem may have acquired its powers through an accident of science, an invocation of the animal spirits, or may even be an exceptional, self-aware animal. Totem heroes tend to be as varied as the animals they represent, and they can resemble other archetypes such as the Martial Artist, Warrior, and Powerhouse. ABILITIES Roll 1d20 once and record the result 1-4 Arthropod: Your totem is a spider, scorpion, wasp, or even an insect swarm. 5-8 Avian: Your totem is a bird like a falcon or owl. 9-14 Carnivoran: Your totem is a carnivore from the canine, lupine, or feline family. 15-17 Pachyderm: Your totem is a massive, thick-hided mammal, such as an elephant or rhinoceros. 18-20 Reptile: Your totem is a reptile, such as a crocodile, lizard, or snake. ABILITIES - ARTHROPOD STRENGTH AGILITY FIGHTING AWARENESS 8762 STAMINA DEXTERITY INTELLECT PRESENCE 7310 ABILITIES - AVIAN STRENGTH AGILITY FIGHTING AWARENESS 4884 STAMINA DEXTERITY INTELLECT PRESENCE 6400 ABILITIES - CARNIVORAN STRENGTH AGILITY FIGHTING AWARENESS 7 5 10 3 STAMINA DEXTERITY INTELLECT PRESENCE 6201 ABILITIES - PACHYDERM STRENGTH AGILITY FIGHTING AWARENESS 12 2 5 3 STAMINA DEXTERITY INTELLECT PRESENCE 7203 ABILITIES - REPTILE STRENGTH AGILITY FIGHTING AWARENESS 10 4 6 2 STAMINA DEXTERITY INTELLECT PRESENCE 8310 ADVANTAGES Roll on both the Behavioral Advantages table and the Social Advantages table. BEHAVIORAL ADVANTAGES Roll 1d20 once and record the result. 1-4 Active: You are in constant motion. 5-8 Catch and Hold: You like to grab hold of your prey. 9-12 Mystic: Your mind focuses more on the spiritual than the physical. 13-16 Playful: Your combat style reflects your mischievous nature. 17-20 Sneaky: You are sly and devious. ADVANTAGES - ACTIVE Agile Feint, Instant Up, Move-by Action ADVANTAGES - CATCH AND HOLD Chokehold, Improved Grab, Improved Hold MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 95
ADVANTAGES - MYSTIC Assessment, Ritualist, Trance ADVANTAGES - PLAYFUL Daze (Deception), Redirect, Taunt ADVANTAGES - SNEAKY Evasion, Hide in Plain Sight, Improved Initiative SOCIAL ADVANTAGES Roll 1d20 once and record the result. 1-5 Altruistic: You value the group over the individual. 6-10 Cooperative: You are accustomed to a codependent community. 11-15 Egoistic: You look out for yourself and your own survival. 16-20 Vengeful: You go out of your way to spite others, even at cost to yourself. ADVANTAGES - ALTRUISTIC Inspire, Interpose, Leadership ADVANTAGES - COOPERATIVE Animal Empathy, Set-up, Teamwork ADVANTAGES - EGOISTIC Favored Environment (Choose One), Great Endurance, Uncanny Dodge ADVANTAGES - VENGEFUL Daze (Intimidation), Favored Foe (Choose One), Startle SKILLS Roll on the Origin Skills table and Disposition Skills tables. ORIGIN SKILLS Roll 1d20 once and record the result. 1-6 Awakened: You are an unusual member of your species with a human intellect and perhaps even a human form. 7-12 Invocation: You were granted your powers by calling upon the animal spirits. 13-20 Mutation: You came upon your powers through a freak accident. SKILLS - AWAKENED Athletics 6, Perception 6, Stealth 8 SKILLS - INVOCATION Insight 8, Perception 6, Treatment 6 SKILLS - MUTATION Expertise: (Choose one) 8, Investigation 6, Technology 6 DISPOSITION SKILLS 1-5 Dominating: You are afforded respect by other creatures. 6-10 Predator: You are on the top of the food chain. 11-15 Trickster: You are a cunning prankster. 16-20 Wise: You are astute and perceptive. SKILLS - DOMINATING Athletics 4, Intimidation 12, Perception 4 SKILLS - PREDATOR Acrobatics 4, Athletics 4, Perception 6, Stealth 6 SKILLS - TRICKSTER Acrobatics 6, Deception 6, Sleight of Hand 4, Stealth 4 SKILLS - WISE Insight 8, Perception 8, Treatment 4 POWERS Find the entry below for the type of Totem that matches what you rolled for your Abilities. ARTHROPOD POWERS Roll 1d20 once and record the result. 1-5 SCORPION Climbing: Movement 2 (Wall-crawling 2) • 4 points Sting: Progressive Weaken Stamina 10, Accurate 2 • 32 points 6-10 SPIDER Spider-Movement: Leaping 2 (30 feet); Movement 3 (Swinging, Wall-crawling 2) • 8 points Spider Senses: Senses 4 (Danger Sense, Darkvision, Ranged Touch) • 4 points Web Snare: Ranged Cumulative Affliction 6 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized), Accurate 5, Extra Condition, Limited to Two Degrees • 23 points • Web Tether: Move Object 7, Accurate 5 • 1 point 11-15 SWARM Blinding Barrage: Burst Area Visual (All) Concealment Attack 4 • 12 points Flight: Flight 5 (60 MPH) • 10 points Swarm Perception: Senses 2 (Danger Sense, Radius (Vision)) • 2 points Swarm: Insubstantial 2, Innate, Precise • 12 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 96 CHAPTER 2: SECRET ORIGINS
16-20 WASP Insect Senses: Senses 4 (Acute Smell, Darkvision, Ranged Touch) • 4 points Sting: Cumulative Affliction 8 (Resisted and Overcome by Fortitude; Impaired, Disabled, Incapacitated), Linked to Damage 8, Accurate 2 • 26 points Wings: Flight 6 (120 MPH), Wings • 6 points AVIAN POWERS Talons: Strength-based Damage 1, Accurate 2, Fast Grab • 4 points Roll 1d20 once and record the result. 1-10 FALCON Flight: Flight 6 (120 MPH), Wings • 6 points Keen Eyesight: Senses 3 (Extended 2 and Rapid Vision) • 3 points Sonic Scream: Cone Area Affliction 9 (Resisted and Overcome by Fortitude; Dazed and Auditory Impaired, Stunned and Auditory Disabled, Incapacitated and Auditory Unaware), Extra Condition, Quirk—Impaired, Disabled, Unaware Limited to One Sense (-4 points) • 23 points 11-20 OWL Nightvision: Senses 2 (Extended Vision, Low-light Vision) • 2 points Shriek: Cone Area Affliction 8 (Resisted and Overcome by Will; Dazed and Vulnerable, Stunned and Defenseless, Incapacitated) • 24 points Silent Flight: Flight 5 (60 MPH), Subtle, Wings • 6 points CARNIVORAN POWERS Roll 1d20 once and record the result. 1-10 CANINE Bite: Strength-based Damage 3, Improved Critical, Penetrating 3 • 7 points Canine Senses: Senses 3 (Low-light Vision, Acute and Tracking Olfactory) • 3 points Canine Movement: Leaping 2 (30 feet); Speed 4 (30 MPH) • 6 points Howl: Auditory Perception Area Affliction 10 (Resisted and Overcome by Will; Dazed and Impaired, Disabled and Stunned), Extra Condition, Limited Degree • 20 points 11-20 FELINE Claws: Strength-based Damage 1, Accurate, Improved Critical • 3 points Feline Senses: Senses 3 (Low-light Vision, Acute and Tracking Olfactory) • 3 points Feline Movement: Leaping 3 (60 feet); Movement 3 (Safe Fall, Sure-footed, Trackless); Movement 1 (Water-walking), Limited to Solid Surfaces; Movement 1 (Wall-crawling), Limited to One Move Action; Speed 4 (30 MPH) • 15 points Plus roll 1d20 once and record the result. 1-5 Black Cat: Reaction Visual Perception Area Affliction 5 (Resisted by Dodge, Overcome by Will; Vulnerable, Defenseless, Incapacitated), Sideeffect (Always happens, chosen by player) • 15 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 97
6-10 Jinx: Selective Burst Area Luck Control 2 (negate hero or luck point, force re-roll), Luck 5 • 15 points 11-15 Lucky Cat: Selective Burst Area Luck Control 2 (grant re-roll, bestow luck point), Luck 5 • 15 points 16-20 Nine Lives: Immortality 15, Limited: only works eight times • 15 points PACHYDERM POWERS Thick Hide: Protection 4, Impervious 11 • 15 points Roll 1d20 once and record the result. 1-10 ELEPHANT Groundstrike (Alternate Effect of Strength Damage): Burst Area Affliction 10 (Resisted by Dodge, Overcome by Fortitude; Hindered and Vulnerable, Stunned and Prone), Extra Condition, Limited to Two Degrees, Limited to targets on the ground • 1 point Immovable: Immunity 10 (being moved), Sustained • 10 points Power-Lifting: Enhanced Strength 4, Limited to Lifting • 4 points Trunk: Extra Limb 1, Elongation 1 • 2 points Tusks: Strength-based Damage 2, Improved Critical 2 • 4 points 11-20 RHINO Armored Plates: Immunity 4 (critical hits, selfinflicted slam damage) • 4 points Great Horn: Strength-based Damage 3, Improved Critical 2 • 5 points Unstoppable Charge: Penetrating 15 on Damage, Limited to slam attacks; Speed 4 (30 MPH) • 12 points REPTILE POWERS Reptilian Movement: Movement 1 (Slithering) • 2 points Heat Sensing Pits: Senses 1 (Infravision) • 1 points Scaly Hide: Protection 2 • 2 points Roll 1d20 once and record the result. 1-6 CROCODILE Aquatic: Movement 1 (Environmental Adaptation— Aquatic), Swimming 6 (30 MPH) • 8 points Brute Strength: Enhanced Strength 2 • 4 points Regrowth: Regeneration 2 • 2 points Rending Bite: Strength-based Damage 2, Improved Critical, Secondary Effect • 17 points 7-13 LIZARD Paralyzing Spit: Affliction 10 (Resisted by Dodge, Overcome by Fortitude; Dazed, Stunned, Paralyzed), Accurate 2, Reach 3 • 15 points Prehensile Tail: Elongation 1, Extra Limb 1 • 2 points Regrowth: Regeneration 1, Persistent • 2 points Speedy: Leaping 2 (30 feet); Movement 2 (Wallcrawling 2); Speed 3 (16 MPH) • 9 points Teeth and Claws: Strength-based Damage 2, Accurate • 3 points 14-20 SNAKE Tensile Strength: Elongation 4 (120 feet); Enhanced Strength 4, Limited to Grabs • 8 points Venomous Bite: Progressive Weaken Stamina 7 (Resisted by Fortitude), Accurate 2 • 23 points DEFENSE DODGE PARRY FORTITUDE TOUGHNESS WILL +6 +4 +4 +0 +6 POWER POINTS ABILITIES 68 SKILLS 20 POWERS 36 DEFENSES 20 ADVANTAGES 6 TOTAL 150 COMPLICATIONS • Motivation—Acceptance: The Totem can be regarded as a pariah or outcast in human society and wishes to use their his to gain acceptance as an equal. • Motivation—Responsibility: A Totem who was granted his powers by mystical or higher beings may be required to use his powers in their service. Other Totems may be motivated simply because they have great power. • Enemy: The Totem often has an extensive rogues gallery consisting of other Totem archetypes, particularly those whose totem animals are natural enemies to the hero’s. • Identity: The Totem may transform between a normal, powerless form and a more animalistic, heroic form. • Prejudice: The Totem may have an unusual appearance or display strange powers that frighten the public. • Quirk: The Totem often has personality traits associated with his totem animal—traits which may prove problematic in human society. WARRIOR Warriors naturally excel in battle. They are versatile and have many of the skills of Martial Artists and Weapon Masters but the strength and power to fight alongside the Paragons and Powerhouses. They often owe their greaterthan-human abilities to genetic or technological modification or to an otherworldly heritage. ABILITIES Roll 1d20 once and record the result. 1-10 Altered Human: Through nature or nurture, you have become greater than human. 11-20 Otherworldly: You are the exemplar of a mythical or otherworldly race. MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK 98 CHAPTER 2: SECRET ORIGINS
ABILITIES - ALTERED HUMAN STRENGTH AGILITY FIGHTING AWARENESS 5 6 10 4 STAMINA DEXTERITY INTELLECT PRESENCE 661 1 ABILITIES - OTHERWORLDLY STRENGTH AGILITY FIGHTING AWARENESS 7682 STAMINA DEXTERITY INTELLECT PRESENCE 841 3 ADVANTAGES Agile Feint, Power Attack, Takedown Take the advantages listed above, then roll 1d20 once on both the Background Advantages table and the Combat Advantages table and record the results. BACKGROUND ADVANTAGES 1-5 Field General: You know how to lead in battle. 6-10 Hunter: You honed your talents hunting the most dangerous game or bounties. 11-15 Mysterious Past: Your memories are lost or implanted but you demonstrate competence in unexpected areas. 16-20 Survivor: You are always the last one standing. ADVANTAGES—FIELD GENERAL Inspire, Leadership, Teamwork ADVANTAGES—HUNTER Skill Mastery (Perception), Tracking, and Choose One: Favored Environment or Favored Foe ADVANTAGES—MYSTERIOUS PAST Beginner’s Luck, Benefit (Cipher), Language (Choose One) ADVANTAGES - SURVIVOR Diehard, Great Endurance, Ultimate Effort (Toughness checks) COMBAT ADVANTAGES 1-5 Agile: You seldom suffer a solid hit. 6-10 Daring: You fight with a devil-may-care attitude. 11-15 Grappler: You like to keep your opponents right in front of you. 16-20 Skillful: You fight with flair and precision. ADVANTAGES—AGILE Evasion, Grabbing Finesse, Improved Defense ADVANTAGES—DARING All-out Attack, Fearless, Improved Critical (Choose One Attack) ADVANTAGES—GRAPPLER Chokehold, Improved Grab, Improved Hold ADVANTAGES—SKILLFUL Accurate Attack, Defensive Attack, Precise Attack (Close; Concealment) SKILLS Acrobatics 6, Athletics 6, Insight 4, Perception 6 Take the skills listed above, then roll 1d20 once and record the result. 1-4 Advanced: You come from a society more highly developed than our own. 5-8 Charismatic: You have a way with people. 9-12 Cultured: You are well learned and articulate. 13-16 Military: You are experienced in the ways of war. 17-20 Mystical: You are familiar with myth and magic. SKILLS - ADVANCED Technology 6, Vehicles 6 SKILLS - CHARISMATIC Insight 6, Persuasion 6 SKILLS - CULTURED Expertise: History 6, Persuasion 6 SKILLS - MILITARY Expertise: Tactics 6, Intimidation 6 SKILLS - MYSTICAL Expertise: (Choose One: Magic or Mythology) 6, Insight 6 POWERS PRIMARY POWERS - ALTERED HUMAN Roll 1d20 once and record the result. 1-4 Animalistic: Comprehend Animals 2; Enhanced Stamina 2; Enhanced Skill 2 (Perception 4); Senses 6 (Acute and Tracking Smell, Danger Sense, Extended Hearing, Low-light Vision, Ultra-Hearing) • 16 points MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK CHAPTER 2: SECRET ORIGINS CHAPTER 2: SECRET ORIGINS 99